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,,,,,<<set $Player_alias to "Player Name">>
<<set $Player_class to "Player Class">>
<<set $Player_hp to 40>>
<<set $Player_hp_max to 40>>
<<set $Player_shield to 0>>
<<set $Player_shield_max to 20>>
<<set $Fake_shield to 0>>
<<set $Fake_shield_max to 20>>
<<set $Player_focus to 100>>
<<set $Player_focus_max to 100>>
<<set $Player_glow to 50>>
<<set $Player_glow_max to 50>>
<<set $Player_flow to 10>>
<<set $Player_flow_max to 100>>
<<set $Player_morale to 100>>
<<set $Player_morale_max to 100>>
<<set $Player_gold to 0>>
<<set $Player_strength to 1>>
<<set $Player_agility to 1>>
<<set $Player_wits to 1>>
<<set $Player_toughness to 1>>
<<set $Player_strength_total to 1>>
<<set $Player_agility_total to 1>>
<<set $Player_wits_total to 1>>
<<set $Player_toughness_total to 1>>
<<set $Player_level to 1>>
<<set $Player_exp to 0>>
<<set $Player_exp_max to 100>>
<<set $map_west to "Map test 2">>
<<set $Player_morale_flow to 0>>
<<set $Enemy_alias to "Enemy Name">>
<<set $Enemy_class to "Enemy Class">>
<<set $Enemy_hp to 0>>
<<set $Enemy_hp_max to 20>>
<<set $Enemy_shield to 0>>
<<set $Enemy_shield_max to 0>>
<<set $Enemy_charging to 0>>
<<set $Enemy_charging_max to 1>>
<<set $Enemy_glow to 50>>
<<set $Enemy_glow_max to 50>>
<<set $Enemy_flow to 10>>
<<set $Enemy_flow_max to 100>>
<<set $Enemy_morale to 100>>
<<set $Enemy_morale_max to 100>>
<<set $Enemy_gold to 0>>
<<set $Enemy_strength to 1>>
<<set $Enemy_agility to 1>>
<<set $Enemy_wits to 1>>
<<set $Enemy_toughness to 1>>
<<set $Enemy_strength_total to 1>>
<<set $Enemy_agility_total to 1>>
<<set $Enemy_wits_total to 1>>
<<set $Enemy_toughness_total to 1>>
<<set $Enemy_level to 1>>
<<set $Enemy_exp to 1>>
<<set $Enemy_exp_max to 1>>
<<set $her to "her">>
<<set $Her to "Her">>
<<set $she to "she">>
<<set $She to "She">>
<<set $hers to "hers">>
<<set $Hers to "Hers">>
<<set $herhim to "her">>
<<set $HerHim to "Her">>
<<set $herself to "herself">>
<<set $Herself to "Herself">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Average(?)">>
<<set $Enemy_wits_guess to "Average(?)">>
<<set $Enemy_toughness_guess to "Average(?)">>
<<set $Enemy_strength_rating to "Average">>
<<set $Enemy_agility_rating to "Average">>
<<set $Enemy_wits_rating to "Average">>
<<set $Enemy_toughness_rating to "Average">>
<<set $Enemy_charging to "Normal">>
<<set $Player_hp_label to "HP: $Player_hp/$Player_hp_max || SP: $Player_shield/$Player_shield_max">>
<<include "InventoryInit">>
<<include "ItemInit">>
<<include "CombatInit">>
<<include "SpecialAttacksInit">>
<<include "CraftingInit">>
<<include "PerkInit">>
<<include "IconInit">>
<<include "MinigameInit">>
<<include "SceneInit">>
<<include "WeatherInit">>
<<include "ShopInit">>
<<set $Player_hp_colour_test to "#00FF11">>
<<newmeter 'player_hp_bar' 1>>
<<label 'HP: $Player_hp/$Player_hp_max || SP: $Player_shield/$Player_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<set $Player_shield_full_colour to "#30fcff90">>
<<set $Player_shield_empty_colour to "#2b50ff90">>
<<newmeter 'player_shield_bar' 1>>
<<sizing '240px' '22px'>>
<<colors $Player_shield_full_colour &Player_shield_empty_colour #00000000>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_focus_bar' 1>>
<<label 'Focus: $Player_focus/$Player_focus_max'>>
<<sizing '240px' '22px'>>
<<colors #dedede #e6a7c8 #ff48bf>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_flow_bar' 1>>
<<label 'Flow: $Player_flow/$Player_flow_max'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_glow_bar' 1>>
<<label 'Glow: $Player_glow/$Player_glow_max'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_morale_bar' 1>>
<<label 'Morale: $Player_morale/$Player_morale_max'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_exp_bar' 1>>
<<label 'Level: $Player_level || Exp: $Player_exp/$Player_exp_max'>>
<<sizing '240px' '22px'>>
<<colors #fcb314 #fff193 #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_hp_bar' 1>>
<<label 'HP: $Enemy_hp/$Enemy_hp_max || SP: $Enemy_shield/$Enemy_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_shield_bar' 1>>
<<label 'HP: $Enemy_shield/$Enemy_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_charging_bar' 1>>
<<label '$Enemy_charging'>>
<<sizing '240px' '22px'>>
<<colors #ff78d4 #ff0084 #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_flow_bar' 1>>
<<label 'Flow: $Enemy_flow/$Enemy_flow_max'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_glow_bar' 1>>
<<label 'Glow: $Enemy_glow/$Enemy_glow_max'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_bar' 1>>
<<label 'Morale: $Enemy_morale/$Enemy_morale_max'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_exp_bar' 1>>
<<label 'Threat: $Enemy_Threat_Assessment'>>
<<sizing '240px' '22px'>>
<<colors #c90000 #65ff6d #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_hp_barfake' 1>>
<<label 'HP: - || SP: -'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_shield_barfake' 1>>
<<sizing '240px' '22px'>>
<<colors $Player_shield_full_colour &Player_shield_empty_colour #00000000>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_charging_barfake' 1>>
<<label '-'>>
<<sizing '240px' '22px'>>
<<colors #dedede #e6a7c8 #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_flow_barfake' 1>>
<<label 'Flow: -'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_glow_barfake' 1>>
<<label 'Glow: -'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_barfake' 1>>
<<label 'Morale: $Enemy_moralefake/$Enemy_morale_maxfake'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_barsuperfake' 1>>
<<label 'Morale: -'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_exp_barfake' 1>>
<<label 'Threat: -'>>
<<sizing '240px' '22px'>>
<<colors #c90000 #65ff6d #59505E>>
<<animation 240ms>>
<</newmeter>>
<<set $string_test to '<<set $stringtest to "<<if $inventory_pane is "weapons">><img src="https://i.imgur.com/0ZEdLG9.png"><<else>><img src="https://i.imgur.com/0umtJos.png"><</if>>">>'>>
<<set $Codex_Test to "Codex Test">>
<<set $Player_combat_testing to "no">>
<<set $Player_exp_temp to 0>>
<<set $gold to "credits">>
<<set $Player_engaged to 0>>
<<set $Enemy_moralefake to 100>>
<<set $Enemy_morale_maxfake to 100>>
<<set $encounter to "no">>
<<set $en to dice('2d4')>>
<<set $en to $en + 2>>
<<set $encounter_dice to 0>>
<<set $en_mercy to 0>>
<<set $difficulty to "Medium">>
<<set $level_cap to "Disabled">>
<<set $level_cap_level to 3>>
<<set $scene_censor to 0>>
<<set $consensuality to "Allowed">>
<<set $mind_control to "Allowed">>
<<set $vore to "Allowed">>
<<set $males to "Allowed">>
<<set $females to "Allowed">>
<<set $monsters to "Allowed">>
<<set $day to 1>>
<<set $hunger to 1>>
<<set $scenes_monsters to 0>>
<<set $scenes_characters to 0>>
<<set $scenes_traps to 0>>
<<set $fantasize to 0>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to 0>>
<<set $chatdie to 0>>
<<set $Drop_Block to 0>>
<<include "SpecificGameInit">>
<<include "MapInit">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_herbs to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<set $SR to 0>>
<<set $Intended_Location to "Anywhere">>
<<set $MS_Intro to 4>>
<<set $Drop_Here to "">>
<<set $Workshop to 0>>
<<set $encounter_disabled to 0>>
<<set $Codex_Loop to "no">>
<<set $Prior_location to "Storage Module 3-1">>
<<set $game_gold to 1>>
<<if $game_gold is 1>>
<<include "OfflineInit">>
<</if>><<if $MS_Intro is 0>><<else>><b>$Player_alias</b>
<b>$Player_class</b>
<<nobr>><<showmeter 'player_hp_bar'>><<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<showmeter 'player_focus_bar'>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<showmeter 'player_flow_bar'>><<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<showmeter 'player_glow_bar'>><<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<<showmeter 'player_morale_bar'>><<updatemeter 'player_morale_bar' `$Player_morale/ $Player_morale_max`>>
<<showmeter 'player_exp_bar'>><<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<b>S:</b> $Player_strength_total | <b>A:</b> $Player_agility_total | <b>W:</b> $Player_wits_total | <b>T:</b> $Player_toughness_total<</nobr>>
<b>$gold</b>: $Player_gold
<div class="UpArrowDiv"><<if $tile_up isnot "no">>@@#up;[img[$Icon_Up_Arrow][$tile_up][$desc_temp to $main_desc]]@@<<else>>[img[$Icon_Up_Arrow_Inactive]]<</if>></div>
<div class="LeftArrowDiv"><<if $tile_left isnot "no">>@@#left;[img[$Icon_Left_Arrow][$tile_left][$desc_temp to $main_desc]]@@<<else>>[img[$Icon_Left_Arrow_Inactive]]<</if>></div><div class="DownArrowDiv"><<if $tile_down isnot "no">>@@#down;[img[$Icon_Down_Arrow][$tile_down][$desc_temp to $main_desc]]@@<<else>>[img[$Icon_Down_Arrow_Inactive]]<</if>></div><div class="RightArrowDiv"><<if $tile_right isnot "no">>@@#right;[img[$Icon_Right_Arrow][$tile_right][$desc_temp to $main_desc]]@@<<else>>[img[$Icon_Right_Arrow_Inactive]]<</if>></div>
<div class="MapDiv">
<<nobr>>
<img @src="$map">
<img @src="$map_player_marker"
@style="$player_icon_style">
<img @src="$map_1_marker"
@style="$marker1_icon_style">
<img @src="$map_2_marker"
@style="$marker2_icon_style">
<img @src="$map_3_marker"
@style="$marker3_icon_style">
<img @src="$map_4_marker"
@style="$marker4_icon_style">
<img @src="$map_5_marker"
@style="$marker5_icon_style">
<img @src="$map_6_marker"
@style="$marker6_icon_style">
<img @src="$map_7_marker"
@style="$marker7_icon_style">
<img @src="$map_8_marker"
@style="$marker8_icon_style">
<img @src="$map_9_marker"
@style="$marker9_icon_style">
<img @src="$map_10_marker"
@style="$marker10_icon_style">
<img @src="$map_11_marker"
@style="$marker11_icon_style">
<img @src="$map_12_marker"
@style="$marker12_icon_style">
<</nobr>></div>
<div class="PlayerShield"><<nobr>>
<<showmeter 'player_shield_bar'>><<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<include "Stat Updater">>
<</nobr>></div> <</if>>This is the test of the map system. Try pressing the corresponding arrow key to move in that direction.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[→->Map Test Top]]>><</button>>
<<button [[↓->Map Test Left]]>><</button>>
<</nobr>>Good! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top Left]]>><</button>> <<button [[→->Map Test Middle]]>><</button>> <<button [[↓->Map Test Bottom Left]]>><</button>>
<</nobr>>
MapGood! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top]]>><</button>>
<<button [[→->Map Test Right]]>><</button>>
<<button [[↓->Map Test Bottom]]>><</button>>
<<button [[←->Map Test Left]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Left]]>><</button>> <<button [[→->Map Test Bottom]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Bottom Left]]>><</button>> <<button [[↑->Map Test Middle]]>><</button>> <<button [[→->Map Test Bottom Right]]>><</button>>
<</nobr>>
Good! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top Right]]>><</button>> <<button [[←->Map Test Middle]]>><</button>> <<button [[↓->Map Test Bottom Right]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Bottom]]>><</button>> <<button [[↑->Map Test Right]]>><</button>>
<</nobr>><<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Top Left]]>><</button>> <<button [[↓->Map Test Middle]]>><</button>> <<button [[→->Map Test Top Right]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Top]]>><</button>> <<button [[↓->Map Test Right]]>><</button>>
<</nobr>><<set $main_desc to "There's a strange smell of ozone on this floor of the tower, even with the ornately carved window to the south providing a fantastic draft. A column of moderate height -- roughly up to <<print $Player_alias>>'s hips -- stands in the center, a pile of ashen dust surrounding the base of it. While the stairs to the west lead down to the previous larger floor, the stairs to the north can only lead up to the very top of the tower; Zandra's domain... The wispy purple smoke that cloaks the steps is a nice touch, especially with the way it seems to grasp at one's ankles, as if trying to drag them up. Finally, to the east lies a strange scorch mark upon the ground, which $Player_alias swears she can hear... whispering?">>$main_desc<<nobr>><br><br>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $map to "https://i.imgur.com/JXxEWWg.png">>
<<set $map_player_marker to "https://i.imgur.com/wUf0EHW.gif">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 164>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 144>>
<<set $marker2_icon_top to 164>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 164>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 144>>
<<set $marker4_icon_top to 164>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<<set $map_1_marker to "https://i.imgur.com/WP3FlGj.png">>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 54>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Top Left">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Bottom Left">>
<<set $tile_right to "no">>
<</nobr>>
<<link 'Smoke a cigarette (reduce health).'>>
<<set $Player_hp to Math.clamp($Player_hp - random(2, 5), 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link 'Get flirted at (reduce focus).'>>
<<set $player_focus to Math.clamp($player_focus - random(2, 5), 0, $player_focus_max)>>
<<updatemeter 'player_focus_bar' `$player_focus / $player_focus_max`>>
<</link>>
<<link 'Get pumped up! (increase flow).'>>
<<set $Player_flow to Math.clamp($Player_flow + random(2, 5), 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<</link>>
<<link 'Shoot a fireball! (decrease glow).'>>
<<set $player_glow to Math.clamp($player_glow - random(2, 5), 0, $player_glow_max)>>
<<updatemeter 'player_glow_bar' `$player_glow / $player_glow_max`>>
<</link>>
<<link 'Be the recipient of terrible news. (decrease morale).'>>
<<set $player_morale to Math.clamp($player_morale - random(2, 5), 0, $player_morale_max)>>
<<updatemeter 'player_morale_bar' `$player_morale / $player_morale_max`>>
<</link>>
<<link 'Read a book. (gain exp).'>>
<<set $Player_exp to $Player_exp + random(5, 20)>>
<<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<</link>>
<<link 'Lick a battery (increase shield).'>>
<<set $Player_shield to 4>>
<<set $Player_shield_max to 5>>
<<set $Fake_shield to 4>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Fake_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link 'Swallow a battery (remove shield).'>>
<<set $Player_shield to 0>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link "Flick a ciggy in the enemy's face (reduce enemy health).">>
<<set $Enemy_hp to Math.clamp($Enemy_hp - random(2, 5), 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</link>>
<<link 'Pick up a Foe Zapper.'>>
<<set $I_W_Temp to "https://i.imgur.com/G7VKWqv.png">>
<<set $I_W_D_Temp to "Foe Zapper Test">>
<<set $I_W_T_Temp to "Foe Zapper">>
<<include "Pickup Weapon">>
<<set $Foe_Zapper_Position to $I_W_P>>
<</link>>
<<link 'Pick up a Keyblade.'>>
<<set $I_W_Temp to "https://i.imgur.com/jTaJugG.png">>
<<set $I_W_D_Temp to "Keyblade Test">>
<<set $I_W_T_Temp to "Keyblade">>
<<include "Pickup Weapon">>
<<set $Keyblade_Position to $I_W_P>>
<</link>>
<<link 'Pick up a Zipper Arm Cannon.'>>
<<set $I_W_Temp to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_D_Temp to "Zipper Arm Cannon">>
<<set $I_W_T_Temp to "Zipper Arm Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Zipper_Arm_Cannon_Position to $I_W_P>>
<</if>>
<</link>>
<<link 'Pick up a bag of crafting materials.'>>
<<set $Player_crafting_bits to $Player_crafting_bits + 1>>
<<set $Player_crafting_tek to $Player_crafting_tek + 2>>
<<set $Player_crafting_herbs to $Player_crafting_herbs + 3>>
<<set $Player_crafting_chems to $Player_crafting_chems + 4>>
<<set $Player_crafting_bio to $Player_crafting_bio + 5>>
<<set $Player_crafting_meds to $Player_crafting_meds + 6>>
<<set $Player_crafting_mats to $Player_crafting_mats + 7>>
<<set $Player_skill_handiwork to 10>>
<<include "Pickup Crafting">>
<</link>>
<<link 'Pick up a Health Potion.'>>
<<set $Consumable_Update_Position to $Health_Potion_Position>>
<<if $C_Health_Potion is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Health_Potion_Icon>>
<<set $I_C_D_Temp to "Health Potion">>
<<set $I_C_T_Temp to "Health Potion">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Health_Potion_Position to $I_C_P>>
<<set $C_Health_Potion to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Health_Potion
<<link 'Pick up a Pain Relief.'>>
<<set $Consumable_Update_Position to $Pain_Relief_Position>>
<<if $C_Pain_Relief is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Pain_Relief_Icon>>
<<set $I_C_D_Temp to "Pain Relief">>
<<set $I_C_T_Temp to "Pain Relief">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Pain_Relief_Position to $I_C_P>>
<<set $C_Pain_Relief to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Pain_Relief
<<link 'Pick up a Smart Bandage.'>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<if $C_Smart_Bandage is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smart_Bandage_Icon>>
<<set $I_C_D_Temp to "Smart Bandage">>
<<set $I_C_T_Temp to "Smart Bandage">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smart_Bandage_Position to $I_C_P>>
<<set $C_Smart_Bandage to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Smart_Bandage
<<set _roll to dice('3d6+2')>>
_roll
<<link "Fight a Glob" "Combat Enemy Glob Intro">><<set $Prior_Location to passage()>><</link>>
~~wait does this actually make tiny text~~
==is this strikethrough==
**what about this**
*or this*
//or this?//
__does this do anything__
^^surely not^^
"nah"
""nah""
@@what@@
<b>yeah? bold?</b>
<s>Strike?</s>
<<link "Pickup" "Shredder Rifle Pickup">><</link>>
<<set $Shop to 1>><<set $Workshop to 1>> <<include "JOMT">>$main_desc
<<nobr>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Left">>
<<set $tile_right to "Zandra's Tower Top">>
<</nobr>>
<<include "JOMT">>$main_desc
<<nobr>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Left">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Bottom">>
<</nobr>>
<<set $compass_button to '[img["https://i.imgur.com/0umtJos.png"]'>>
$compass_button$main_desc
<<timed 40ms t8n>>There appears to be some sort of leering ghoul lurking in the alcove, here...<</timed>>
Her hair is <<listbox "$hair_colour" autoselect>>
<<option "Black" black>>
<<option "Brown" brown>>
<<option "Red" red>>
<<option "Dyed" dyed>>
<</listbox>>, and her eyes are <<listbox "$eye_colour" autoselect>>
<<option "Green" green>>
<<option "Blue" blue>>
<<option "Brown" brown>>
<<option "Gray" gray>>
<</listbox>>.
Her hair is $hair_colour, and her eyes are $eye_colour.
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Top Right">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Bottom Right">>
<<set $tile_right to "no">>
<</nobr>>
<<set $Prior_Location to "Zandra's Tower Top">>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>$main_desc
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Zandra's Tower Top">>
<<set $tile_down to "Zandra's Tower Right">>
<<set $tile_right to "no">>
<</nobr>>
<<link "Lockpicking" "Lockpicking">><<set $Prior_Location to "Zandra's Tower Left">><<set $lockpick_difficulty to 3>><</link>>
<<link 'Pick up a Smartpick.'>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<if $C_Smartpick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smartpick_Icon>>
<<set $I_C_D_Temp to "Smartpick">>
<<set $I_C_T_Temp to "Smartpick">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smartpick_Position to $I_C_P>>
<<set $C_Smartpick to $I_C_S_Temp>>
<</if>>
<</link>>$main_desc
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Right">>
<<set $tile_left to "Zandra's Tower Bottom">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Zandra's Tower Bottom Left">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Bottom Right">>
<</nobr>>
<<set $interrupted_page = passage()>>
$interrupted_page
<<link "uhhhh">><<if $Player_combat is 0>><<set $Player_hp to 20>><</if>><</link>>
$Player_combat
$Player_hp<<set $main_desc to "There's a strange smell of ozone on this floor of the tower, even with the ornately carved window to the south providing a fantastic draft. A column of moderate height -- roughly up to <<print $Player_alias>>'s hips -- stands in the center, a pile of ashen dust surrounding the base of it. While the stairs to the west lead down to the previous larger floor, the stairs to the north can only lead up to the very top of the tower; Zandra's domain... The wispy purple smoke that cloaks the steps is a nice touch, especially with the way it seems to grasp at one's ankles, as if trying to drag them up. Finally, to the east lies a strange scorch mark upon the ground, which $Player_alias swears she can hear... whispering?">>$main_desc
<<timed 60ms t8n>>The stairway leading up to Zandra's chambers bleeds gloomy menance...<</timed>>
[[Zandra's Chambers Top Left]]
<<nobr>>
<<set $map to "https://i.imgur.com/JXxEWWg.png">>
<<set $map_player_marker to "https://i.imgur.com/wUf0EHW.gif">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Chambers Top Left">>
<<set $tile_left to "Zandra's Tower Top Left">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Top Right">>
<</nobr>><<set $main_desc to "$Player_alias finds herself almost choking on that heady purple smog, smelling exactly as the colour might imply; wine, incense, the spice of darkness, and underlying depravity. These are the chambers of her dark mistress, the floor thick with the strange smog pouring from a portal built into the northern wall, flanked by banners bearing a symbol she does not recognize. The smog can't quite fill the room, as it pours out of the stairwell directly before the portal - smart! Other objects of interest in the room include the Sorceress herself, draped over a luxuriantly comfortable looking reclining and cushioned seat, her flaming gaze focused on the strange alter to the south of the room. Runic text flitters and flashes and changes with the tracking of her eyes... $Player_alias feels her own eyes cross when she tries to read what it says. It's a surprisingly small room bare of many essential bedroom furnitures -- inexplicably, a large decorated metal maiden stands in the corner, roped off from the stairwell.">>$main_desc
<<nobr>>
<<set $map to "https://i.imgur.com/h4WZkOh.png">>
<<set $map_player_marker to "https://i.imgur.com/QTw5I5v.gif">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 164>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 144>>
<<set $marker2_icon_top to 164>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 164>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 144>>
<<set $marker4_icon_top to 164>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<<set $map_1_marker to "https://i.imgur.com/DdrhVTt.png">>
<<set $marker1_icon_right to 108>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<</nobr>>
$main_desc
<<nobr>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Zandra's Chambers Top Left]]>><</button>>
<<button [[→->Zandra's Chambers Middle]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[→->Zandra's Chambers Right]]>><</button>>
<<button [[←->Zandra's Chambers Left]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↓->Zandra's Chambers Bottom Right]]>><</button>>
<<button [[←->Zandra's Chambers Middle]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Zandra's Chambers Right]]>><</button>>
<</nobr>>"And you're certain the artefact has been set up correctly?"
"Ah-- of course, Mistress Zandra. Double, triple, quadruple!... uh... the one that comes after that, checked!"
"Quintuple, you dolt. But good, gooood..."
High up in a gloomy tower nestled in the dingiest district of the city, strange things are afoot. The clack of atrociously high-heeled shoes echo off of the aged stone walls, joined by the more subtle, persistent rumpled swish of a long black dress trailing behind strutting legs. A beam of light creeping in through one of the narrow window slots along the top of the tower strikes a belt-wrapped lavender-toned leg, then the next, creeping up a gorgeous body as it advances down the steps towards the center of the room. It crawls across her hips, dress closing just below her thighs to hug and accentuate experienced curves, tightly corseted along her waist to better exaggerate an already impressive bosom marked with a single little black pin-prick beauty spot upon the right breast. Bare shoulders shimmy as she walks, her dress held up by dark magicks and evil miracles. She stops as that moonbeam cuts across her neck, just barely revealing a glimpse of her onyx-black lips and the sharpened teeth that lurk beneath them as her coiling, spade-tipped tail suddenly cracks with the force of a whip against the ground behind her.
"Well? Activate it. I'm long overdue for a refreshment..." the dark mistress groans, letting her dress slip down further to better bare the flesh of her chest -- while this vessel could easily penetrate the paltry protection of the leather belts knitting her dress together at the front, this simply feels more dramatic.
Drama, it should be noted, is at least a solid half of being a successful sorcerer.
<<button [[Continue->Intro2]]>><</button>>Hobbling along in nervous little skippy jumps of energy, her assistant -- a frankly rather obsolete model she picked up after her last minion mysteriously fell into a hellish void portal -- makes the final adjustments of artefact upon its plinth.
It looks much like an urn, placed carefully onto its side. This is likely because it's an urn, placed carefully onto its side. The faded black paint across its surface wraps right around to tell a tale of the foiling of a great menace to mankind, but it's irrelevant for a variety of uninteresting reasons. To the dark mistress, anyway. We'd probably find them fascinating and enlightening, but I'm not being paid enough to get into it - or at all. All you need to know is that what few parts of the artwork survive show a goddess of goddess-y design -- bright eyes, slender waist, hair so long you could use it for several terribly elaborate bondage scenarios -- striking down a two-headed beast with lightning shot from her palm.
Rooted in reality or otherwise, there can be no denying that the urn still carries a fantastic trace of Glow energy, that most valuable of magicks. It simply needs to be coaxed out so that it may be put to good use... and so, the assistant in her drab little alchemist's coat, a mere half the height of the Mistress -- though this is more a testament to her master's imposing height than any lack of her own -- steps away with a simple little thumb-activated button switch in her hand, connected to the plinth via a length of slender cable.
She frowns for a moment, gaze distant as she mentally calculates the applications of alchemical powder. She feels a sense of distant unease, the kind you experience when you know you've forgotten something but can't remember what that thing is -- shaking her head sharply, the hooded girl tugs at her coat worn over very little, and holds the plunger aloft high.
<<button [[Continue->Intro3]]>><</button>>"Ready, O' Dark One!" she squeaks from behind her hood, throwing a salute before she hits the button with more force than required -- again, drama is important -- at which point a fantastic purple glow envelops the urn, illuminating a permanently-startled face behind her hood, not to mention the lustful gleam in the grinning face of her MILF-ish mistress, eager to receive her bounty of ancient power!...
... Which is why it comes as something of a terrifying shock and exhausted disappointment, respectively, when a great bolt of energy shoots not from the yawning jug-mouth of the urn pointed at the Mistress, but instead breaking out of the rounded bottom, flung right out of the large window behind it.
Silence reigns for a few terrible seconds as the glow dims down and dies, briefly illuminating the room from outside before the bolt arcs down across the rooftops far enough to fade behind tiles and towers, leaving the pair in moonlit gloom once more.
Those few seconds seem to drag on for hours for the trembling young woman, thumb still tightly pressed down upon the button, her eyes nervously flitting beneath her feature-obscuring hood from her mistress glaring off into the distance, to the rapidly decaying urn crumbling into dust in an uneven pile around the base of the plinth.
<<button [[Continue->Intro4]]>><</button>>"... Alika?"
"Y... yes ma'am?"
"Give my regards to Pilana, if she's still hanging in there." the Mistress sighs, raising her left hand up high before the air is rent with a loud snap of her gloved fingers, other hand adjusting her dress back up.
"Wh--YIII--"
It takes less than a second for the pitch-black portal to open up beneath the shivering assistant, and even less time for a girthy, ink-black tentacle thicker than her leg to shoot out and coil up around her body in three lazy loops. It harshly squeezes the air out of her before she can get out a good scream, stuffs her mouth full by jabbing right into her left cheek from within, then starts to drag her down into the noisy, moaning abyss below. By the time she finally processes what's happening to her it's too late for her struggles to do anything, and to make matters worse more tentacles begin to rise up, wasting no time in tugging and yanking and tearing at her clothing. With her lower body obscured by the stone slabs of the floor around her, it's not clear what the tentacles do to ellicit a loud, muffled squeak from her stuffed lips before she's fully devoured, the portal shutting promptly and obediently afterwards.
Silence once more... For a second or two, until those heels clack upon the stones as the Mistress moves over to that open window and juts her upper body out past the elaborately designed sill, flame-like yellow eyes narrowed in disdain and focus.
<<button [[Continue->Intro5]]>><</button>>"For //fuck's// sake." she scowls, unable to pick out any scorch marks on the walls and tiles before her in the streets below -- it's dark, yes, but the Glow residue would leave a healthy... well, glow, upon the point of impact. "So, it's gone and hunted down a suitable host..." she muses in a voice like slowly running treacle, straightening back up before levitating off of the ground to place a foot upon the windowsill, her dress parting and billowing out behind her to her sides to act as wings at the cost of her decency -- the full moon joined by a pair of generous purple crescents flanked by hourglass hips either side of that agitated whip-like tail.
"Fine. I could go for dessert." she shrugs, raising a hand to her mouth with her head tilted back and reaching in with pinched fingers, not even a tremble as she pulls a familiar-looking slime-sodden alchemist's coat from her gullet in one smooth yank. She distastefully tosses it before her into the streets below to ''splat'' upon a low rooftop, cricks her neck with a palm across her collarbone...
... And then she drops out of sight with a step off the edge, twisting and shrinking into a shrieking little bat with frantically-flapping leather-black wings. It swoops low over the discarded garment of her former assistant before pulling up just in time, rounding a corner on the trail of her missing magic. Time to hunt!
<<button [[Continue->Intro6]]>><</button>>Meanwhile...
The streets of Darkgate are never truly quiet... especially not in this district of town, where every other doorway leads to some business of shadowy, ill repute. Taverns that host cutthroats and full-time liars, dark apothecaries with stocks brimming with herbs and roots most poisonous... and, of course, dens of sin and carnal pleasures, filling the night with muffled groans, mirth and lusts.
Then shouting, and crashing. The relative peace is shattered as a hefty, secure rear door is kicked open from within. A nervous, effeminate giggle is interrupted by a yelp as a lithe, female figure is thrown with force out of the establishment by a man who looks as though elephants feature heavily in his family tree. The girl, on the other hand, appears to be...
[[Long of ear and a dime a dozen; an Elf. (Elf!)|IntroCharGen][$player_race to "Elf"]]
[[Fluffy in unexpected places; a Varia. (Beastfolk!)|IntroCharGen][$player_race to "Varia"]]
[[As unwelcome in that brothel as an Bug; a Klikk. (Bugfolk!)|IntroCharGen][$player_race to "Klikk"]]
[[With horns that small, she must be a Darkling. A rubbish one. (Part-Demon!)|IntroCharGen][$player_race to "Darkling"]]
[[A failure in stealth, a Faelure by name. (Part-Fae!)|IntroCharGen][$player_race to "Faelure"]]
[[Pallid as they come, a Zom she must Bie! (Zombie!)|IntroCharGen][$player_race to "Zombie"]]... As she sails through the air towards a mercifully-placed stack of softened, weather-rotted wooden palettes, features cloaked in the dismal black of the dark alley, the refugee puts her inquisitive mind, aided by copious amounts of alcohol, into deducing precisely where her ingenious plan had gone wrong. The dilemma; after a week of living here in Darkgate she was as penniless and homeless as she'd always been, and every attempt to find work within her frankly minimal skillset had been turned down. Her solution? Worm her way into one of those fancy brothels full of silks, chocolates and tongue-stainingly potent wines and burrow into one of those copious pillow-piles, emerging only for emergencies like food.
PyksiesToday at 1:05 AM
While she considered a number of possible flaws in her incredible plan, perhaps the major defining factor of failure was her mistaking a rather large bottle of heavily-sweetened fermented fruit juices for... well, un-fermented fruit juices. Given that her intoxication numbs her body to the point that landing face-first into the immediately crumpled wood pile only hurts a bit instead of a lot, however, she dismisses this naysaying train of thought with a giggle, left upsidedown with her backside against the wall and her weight awkwardly placed upon her neck and shoulders. Her swimming vision has her seeing quadruple, double... and then, as the warm light of the brothel's rear entrance is eclipsed by the hulking brute who threw her out, singular.
She can't help but wince, partly out of concern for her well-being, and partly out of pity for the man and whatever unfortunate thing had happened to his blacked and swollen right eye. Then, as he leans over her with a scowl one reserves only for people who've given them a horrific black eye, she remembers; that was her fault! But how had she?... Oh, yes, now it's all coming back to her... She!... <<set $player_hp to 18>>
[[Just punched him when he dragged her out of her pillow-fort, of course. (Strength)|Intro8][$player_strength to 2]]
[[Tripped him up as she darted between his legs! Not her fault he landed on his fat face. (Agility)|Intro8][$player_agility to 2]]
[[Panicked, tossed the bottle behind her, then took credit when it bounced back into his face. (Intelligence)|Intro8][$player_intelligence to 2]]<<if $player_strength == 2>>Oooooh. Right. She freaked out when he pulled her up out of her pillow nest by the scruff of her vest and, in her panicked flailings, socked him right in the eye. He probably wasn't expecting a runt like her to pack such a strong righr hook! She flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>><<if $player_agility == 2>>Well! Technically it wasn't her fault he fell down, it was his fault for trying to keep up with someone as fast as her! One doesn't get by on the streets of Darkgate - or indeed, any city high in crime and low in aesthetically pleasing street lighting - without nimble feet. Still, she flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>><<if $player_intelligence == 2>>Oh, right, the bottle-- and it bounced off the wall-- yeah, she remembers now. Even with his snarling face drawing closer to hers, she glances aside in her drunken stupor as she tries to figure out if she meant to do that or not... in a subconscious way, did she make those calculations required for such a perfect strike? She's streetsmart, but is she smart-smart? A nasty smell sharply brings her back to reality, that being his frankly awful breath.She flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>>
She flinches as a finger the size of her fist is jabbed into her face, just narrowly missing contact with her nose. The furious man's body wobbles with each yell and shake of his finger, barely contained in already-oversized garments that reek of perfumed refinement and look to be straining when they should be loose and flowing. Truth be told, the Refugee finds it hard to focus on anything he's saying, and by the time he straightens up, tugs his vest sharply to dust it off and waddles back into the Brothel, she's pleased to find that she hasn't learned a damn thing.
This probably explains why she squirms around until her feet touch the ground, awkwardly rolling frontwards into a kneel against the wall she was thrown to, slipping on some rotted wood as she staggeringly stands up and points vaguely in the direction of the door with a hiccup.
"Kch-chyeah! You better run!" she mutters, stumbling backwards until she gently impacts the wall - gently not by virtue of her gracefullness when drunk, but by her rather slight frame of body. Grimacing, she looks down at her scant clothing, which has gone from 'pretty dirty' to 'covered in decaying wood and alley slime'. Not the best outcome, then. She starts to brush herself relatively clean of the stuff, but it's something of a losing battle, and before long she's given up as she pushes from the wall, a crack of light from one of the Brothel's windows revealing her roomy sky-blue harem pants fit snugly against her hips, some cheap pointed shoes, and an unevenly-tailored black vest worn over a tattered cream-white undershirt.
<<button [[Continue->Intro9]]>><</button>>Those clothes are all she has... or they were, until a few minutes ago. Smirking, she reaches into her vest's singular pocket, messily sown into the inner folds of the material, and pulls out the solitary item she had time to pilfer before she was caught and thrown out. She's not a stupid girl; something major would be missed, and her punishment would have been far more severe. She makes do with light little trinkets, just enough to get by. Fetching the thing bundled in cloth, she casts a glance at the shut door and moves a little further down the alleyway with an inebriated wiggle in her uneven step, mind briefly cast back to those hip-swaying dancers as she turns her gaze down at her own body.
"... I could do that if I wanted to... totally..." she mumbles, hip cocked to one side, another hiccup rending the still air of the alleyway before she shakes her head and refocuses on her prize.
Nimble fingers unwrap it as she casts a nervous glance around to ensure her privacy, the cloth parting to reveal...
[[A small coinpurse, containing... one, two, three, four, five coins.|Intro10][$player_gold to 5]]
[[A slender red vial with a simple cork... a health potion.|Intro10][$player_health_potion_small_amount to 1]]
[[A cheap-looking bracelet, obviously mundane, but potentially worthwhile to sell.|Intro10][$player_copper_necklace_amount to 1]]
<<set $target_passage to "Zandra's Tower Left">><<if $player_health_potion_small_amount gte 1>><<addToInv "Health Potion Small">><<elseif $player_copper_necklace_amount gte 1>><<addToInv "Copper Necklace">><</if>>iuniu
Intro unfinished! Go check out map navigation with the arrow keys!
[[Zandra's Tower Left]]
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice<<if $player_race == "Elf">>Test<</if>>
<<back>><<if $MS_Intro is 0>><<else>><div class="RightBarDiv"><<nobr>><<if $Player_combat is 1>><b>$Enemy_alias</b><<include "sp">>
<b>$Enemy_class</b><<include "sp">>
<<showmeter 'enemy_hp_bar'>><<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<showmeter 'enemy_charging_bar'>><<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<showmeter 'enemy_flow_bar'>><<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<showmeter 'enemy_glow_bar'>><<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<showmeter 'enemy_morale_bar'>><<updatemeter 'enemy_morale_bar' `$Enemy_morale/ $Enemy_morale_max`>>
<<showmeter 'enemy_exp_bar'>><<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<<if $Player_observation is 1>><b>S:</b> $Enemy_strength_rating | <b>A:</b> $Enemy_agility_rating<<include "sp">>
<b>W:</b> $Enemy_wits_rating | <b>T:</b> $Enemy_toughness_rating<<else>><b>S:</b> $Enemy_strength_guess | <b>A:</b> $Enemy_agility_guess<<include "sp">>
<b>W:</b> $Enemy_wits_guess | <b>T:</b> $Enemy_toughness_guess<</if>>
<<elseif $Player_engaged is 1>><b>$Enemy_alias</b><<include "sp">>
<b>$Enemy_class</b><<include "sp">>
<<showmeter 'enemy_hp_barfake'>><<updatemeter 'enemy_hp_barfake' `0 / 1`>>
<<showmeter 'enemy_charging_barfake'>><<updatemeter 'enemy_charging_barfake' `0 / 1`>>
<<showmeter 'enemy_flow_barfake'>><<updatemeter 'enemy_flow_barfake' `0 / 1`>>
<<showmeter 'enemy_glow_barfake'>><<updatemeter 'enemy_glow_barfake' `0 / 1`>>
<<showmeter 'enemy_morale_barfake'>><<updatemeter 'enemy_morale_barfake' `$Enemy_moralefake / $Enemy_morale_maxfake`>>
<<showmeter 'enemy_exp_bar'>><<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<b>S:</b> ??? | <b>A:</b> ???<<include "sp">>
<b>W:</b> ??? | <b>T:</b> ???
<<else>>
<b>No one's here.</b><<include "sp">>
<b>-</b><<include "sp">>
<<showmeter 'enemy_hp_barfake'>><<updatemeter 'enemy_hp_barfake' `0 / 1`>>
<<showmeter 'enemy_charging_barfake'>><<updatemeter 'enemy_charging_barfake' `0 / 1`>>
<<showmeter 'enemy_flow_barfake'>><<updatemeter 'enemy_flow_barfake' `0 / 1`>>
<<showmeter 'enemy_glow_barfake'>><<updatemeter 'enemy_glow_barfake' `0 / 1`>>
<<showmeter 'enemy_morale_barsuperfake'>><<updatemeter 'enemy_morale_barsuperfake' `0 / 1`>>
<<showmeter 'enemy_exp_barfake'>><<updatemeter 'enemy_exp_barfake' `0 / 1`>>
<b>S:</b> - | <b>A:</b> -<br>
<b>W:</b> - | <b>T:</b> -
<</if>><</nobr>>
<<link [img[$Save_Icon]]>><<script>>UI.saves()<</script>><</link>> <<link [img[$Restart_Icon]]>><<script>>UI.restart()<</script>><</link>><<link [img[$Fullscreen_Icon]]>><<script>>Fullscreen.toggle();<</script>><</link>>
<<link [img[$Mirror_Icon]]>><<dialog>><<include Mirror>><</dialog>><</link>> <<if $Player_exp gte $Player_exp_max>><<link [img[$Experience_Icon_Full]]>><<dialog>><<include "Experience BE">><</dialog>><</link>><<else>><<link [img[$Experience_Icon_Empty]]>><<dialog>><<include "Experience BE">><</dialog>><</link>><</if>> <<link [img[$Quests_Icon]]>><<dialog>><<include "Quests BE">><</dialog>><</link>> <<link [img[$Options_Icon]]>><<dialog>><<include Options>><</dialog>><</link>>
<span id="inventory_replace"><<include "Inventory Base">></span>
<div class="InventoryButtonsDiv"><<nobr>>
<<link [img[$Weapon_Button_Icon]]>><<set $inventory_pane to "weapons">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Armour_Button_Icon]]>><<set $inventory_pane to "armour">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Item_Button_Icon]]>><<set $inventory_pane to "consumables">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Key_Button_Icon]]>><<set $inventory_pane to "key">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Subweapon_Button_Icon]]>><<set $inventory_pane to "subweapons">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Clothing_Button_Icon]]>><<set $inventory_pane to "clothing">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Accessory_Button_Icon]]>><<set $inventory_pane to "accessories">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Crafting_Button_Icon]]>><<set $inventory_pane to "crafting">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<</nobr>></div></div><</if>><<if $MS_Intro lte 3>><<else>><<if $inventory_pane is "weapons">><<include "Inventory Weapons">><<elseif $inventory_pane is "weapons2">><<include "Inventory Weapons2">><<elseif $inventory_pane is "weapons3">><<include "Inventory Weapons3">><<elseif $inventory_pane is "armour">><<include "Inventory Armour">><<elseif $inventory_pane is "armour2">><<include "Inventory Armour2">><<elseif $inventory_pane is "armour3">><<include "Inventory Armour3">><<elseif $inventory_pane is "consumables">><<include "Inventory Consumables">><<elseif $inventory_pane is "consumables2">><<include "Inventory Consumables2">><<elseif $inventory_pane is "consumables3">><<include "Inventory Consumables3">><<elseif $inventory_pane is "key">><<include "Inventory Key">><<elseif $inventory_pane is "key2">><<include "Inventory Key2">><<elseif $inventory_pane is "key3">><<include "Inventory Key3">><<elseif $inventory_pane is "subweapons">><<include "Inventory Subweapons">><<elseif $inventory_pane is "subweapons2">><<include "Inventory Subweapons2">><<elseif $inventory_pane is "subweapons3">><<include "Inventory Subweapons3">><<elseif $inventory_pane is "clothing">><<include "Inventory Clothing">><<elseif $inventory_pane is "clothing2">><<include "Inventory Clothing2">><<elseif $inventory_pane is "clothing3">><<include "Inventory Clothing3">><<elseif $inventory_pane is "accessories">><<include "Inventory Accessories">><<elseif $inventory_pane is "accessories2">><<include "Inventory Accessories2">><<elseif $inventory_pane is "accessories3">><<include "Inventory Accessories3">><<elseif $inventory_pane is "crafting">><<include "Inventory Crafting">><</if>><</if>>
<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_W_1 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_1]]>><<dialog>><<include $I_W_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_2 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_2]]>><<dialog>><<include $I_W_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_3 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_3]]>><<dialog>><<include $I_W_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_4 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_4]]>><<dialog>><<include $I_W_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_5 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_5]]>><<dialog>><<include $I_W_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon2Div"><<if $I_W_6 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_6]]>><<dialog>><<include $I_W_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_7 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_7]]>><<dialog>><<include $I_W_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_8 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_8]]>><<dialog>><<include $I_W_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_9 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_9]]>><<dialog>><<include $I_W_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_10 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_10]]>><<dialog>><<include $I_W_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><img src="https://i.imgur.com/0umtJos.png">
Granityn Systems <b>'Foe Zapper'</b>
Damage range: 1d6 || Damage bonus: 0 || Accuracy Bonus: 0
Element: Electric || Modifier; None || Mods; 0/3
Attacks: Double Tap || Shock || Smartlink
<i>Developed as a cheap, disposable sidearm for less-than-savoury customers, the Foe Zapper was an abject failure; not because it was terrible, but because it was far too reliable, packed a decent punch, and was as sturdy as the fabled AK47. Despite being produced initially in bulk, they're a rarity nowadays due to <span class="codex"><<link "Granityn Systems">><<set $Codex_Return to "Foe Zapper Test">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Granityn Systems">><</dialog>>
<</link>></span> going bankrupt when no one needed to buy replacements.</i>
<span id="dialog-test">
<<link "Equip?">>
<<replace "#dialog-test">><b>Equipped.</b><</replace>>
<</link>></span>
<<link "Move Left">>
<<set $I_W_Move to $Foe_Zapper_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Foe_Zapper_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Foe_Zapper_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Foe_Zapper_Position to $I_W_Move>>
<</link>>
<<link 'Codex Test'>>
<<set $Codex_Return to "Foe Zapper Test">><<set $Codex_Loop to "yes">>
<<dialog>><<include $Codex_Test>><</dialog>>
<</link>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_A_1 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_1]]>><<dialog>><<include $I_A_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_2 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_2]]>><<dialog>><<include $I_A_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_3 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_3]]>><<dialog>><<include $I_A_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_4 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_4]]>><<dialog>><<include $I_A_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_5 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_5]]>><<dialog>><<include $I_A_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour2Div"><<if $I_A_6 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_6]]>><<dialog>><<include $I_A_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_7 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_7]]>><<dialog>><<include $I_A_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_8 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_8]]>><<dialog>><<include $I_A_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_9 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_9]]>><<dialog>><<include $I_A_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_10 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_10]]>><<dialog>><<include $I_A_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<set $inventory_pane to "weapons">>
<<set $inventory_page to 1>>
<<set $Inventory_w_slots_filled to 0>>
<<set $Inventory_sw_slots_filled to 0>>
<<set $Inventory_a_slots_filled to 0>>
<<set $Inventory_c_slots_filled to 0>>
<<set $Inventory_ac_slots_filled to 0>>
<<set $Inventory_w_full to 0>>
<<set $Inventory_sw_full to 0>>
<<set $Inventory_a_full to 0>>
<<set $Inventory_c_full to 0>>
<<set $Inventory_ac_full to 0>>
<<set $I_W_E to "https://i.imgur.com/6hcCDWm.png">>
<<set $I_W_1 to "empty">>
<<set $I_W_2 to "empty">>
<<set $I_W_3 to "empty">>
<<set $I_W_4 to "empty">>
<<set $I_W_5 to "empty">>
<<set $I_W_6 to "empty">>
<<set $I_W_7 to "empty">>
<<set $I_W_8 to "empty">>
<<set $I_W_9 to "empty">>
<<set $I_W_10 to "empty">>
<<set $I_W_11 to "empty">>
<<set $I_W_12 to "empty">>
<<set $I_W_13 to "empty">>
<<set $I_W_14 to "empty">>
<<set $I_W_15 to "empty">>
<<set $I_W_16 to "empty">>
<<set $I_W_17 to "empty">>
<<set $I_W_18 to "empty">>
<<set $I_W_19 to "empty">>
<<set $I_W_20 to "empty">>
<<set $I_W_21 to "empty">>
<<set $I_W_22 to "empty">>
<<set $I_W_23 to "empty">>
<<set $I_W_24 to "empty">>
<<set $I_W_25 to "empty">>
<<set $I_W_26 to "empty">>
<<set $I_W_27 to "empty">>
<<set $I_W_28 to "empty">>
<<set $I_W_29 to "empty">>
<<set $I_W_30 to "empty">>
<<set $I_W_31 to "empty">>
<<set $I_W_32 to "empty">>
<<set $I_W_33 to "empty">>
<<set $I_W_34 to "empty">>
<<set $I_W_35 to "empty">>
<<set $I_W_36 to "empty">>
<<set $I_SW_E to "https://i.imgur.com/6gEEe6Z.png">>
<<set $I_SW_1 to "empty">>
<<set $I_SW_2 to "empty">>
<<set $I_SW_3 to "empty">>
<<set $I_SW_4 to "empty">>
<<set $I_SW_5 to "empty">>
<<set $I_SW_6 to "empty">>
<<set $I_SW_7 to "empty">>
<<set $I_SW_8 to "empty">>
<<set $I_SW_9 to "empty">>
<<set $I_SW_10 to "empty">>
<<set $I_SW_11 to "empty">>
<<set $I_SW_12 to "empty">>
<<set $I_SW_13 to "empty">>
<<set $I_SW_14 to "empty">>
<<set $I_SW_15 to "empty">>
<<set $I_SW_16 to "empty">>
<<set $I_SW_17 to "empty">>
<<set $I_SW_18 to "empty">>
<<set $I_SW_19 to "empty">>
<<set $I_SW_20 to "empty">>
<<set $I_SW_21 to "empty">>
<<set $I_SW_22 to "empty">>
<<set $I_SW_23 to "empty">>
<<set $I_SW_24 to "empty">>
<<set $I_SW_25 to "empty">>
<<set $I_SW_26 to "empty">>
<<set $I_SW_27 to "empty">>
<<set $I_SW_28 to "empty">>
<<set $I_SW_29 to "empty">>
<<set $I_SW_30 to "empty">>
<<set $I_SW_31 to "empty">>
<<set $I_SW_32 to "empty">>
<<set $I_SW_33 to "empty">>
<<set $I_SW_34 to "empty">>
<<set $I_SW_35 to "empty">>
<<set $I_SW_36 to "empty">>
<<set $I_A_E to "https://i.imgur.com/rltAKN7.png">>
<<set $I_A_1 to "empty">>
<<set $I_A_2 to "empty">>
<<set $I_A_3 to "empty">>
<<set $I_A_4 to "empty">>
<<set $I_A_5 to "empty">>
<<set $I_A_6 to "empty">>
<<set $I_A_7 to "empty">>
<<set $I_A_8 to "empty">>
<<set $I_A_9 to "empty">>
<<set $I_A_10 to "empty">>
<<set $I_A_11 to "empty">>
<<set $I_A_12 to "empty">>
<<set $I_A_13 to "empty">>
<<set $I_A_14 to "empty">>
<<set $I_A_15 to "empty">>
<<set $I_A_16 to "empty">>
<<set $I_A_17 to "empty">>
<<set $I_A_18 to "empty">>
<<set $I_A_19 to "empty">>
<<set $I_A_20 to "empty">>
<<set $I_A_21 to "empty">>
<<set $I_A_22 to "empty">>
<<set $I_A_23 to "empty">>
<<set $I_A_24 to "empty">>
<<set $I_A_25 to "empty">>
<<set $I_A_26 to "empty">>
<<set $I_A_27 to "empty">>
<<set $I_A_28 to "empty">>
<<set $I_A_29 to "empty">>
<<set $I_A_30 to "empty">>
<<set $I_A_31 to "empty">>
<<set $I_A_32 to "empty">>
<<set $I_A_33 to "empty">>
<<set $I_A_34 to "empty">>
<<set $I_A_35 to "empty">>
<<set $I_A_36 to "empty">>
<<set $I_CL_E to "https://i.imgur.com/PZj95Xu.png">>
<<set $I_CL_1 to "empty">>
<<set $I_CL_2 to "empty">>
<<set $I_CL_3 to "empty">>
<<set $I_CL_4 to "empty">>
<<set $I_CL_5 to "empty">>
<<set $I_CL_6 to "empty">>
<<set $I_CL_7 to "empty">>
<<set $I_CL_8 to "empty">>
<<set $I_CL_9 to "empty">>
<<set $I_CL_10 to "empty">>
<<set $I_CL_11 to "empty">>
<<set $I_CL_12 to "empty">>
<<set $I_CL_13 to "empty">>
<<set $I_CL_14 to "empty">>
<<set $I_CL_15 to "empty">>
<<set $I_CL_16 to "empty">>
<<set $I_CL_17 to "empty">>
<<set $I_CL_18 to "empty">>
<<set $I_CL_19 to "empty">>
<<set $I_CL_20 to "empty">>
<<set $I_CL_21 to "empty">>
<<set $I_CL_22 to "empty">>
<<set $I_CL_23 to "empty">>
<<set $I_CL_24 to "empty">>
<<set $I_CL_25 to "empty">>
<<set $I_CL_26 to "empty">>
<<set $I_CL_27 to "empty">>
<<set $I_CL_28 to "empty">>
<<set $I_CL_29 to "empty">>
<<set $I_CL_30 to "empty">>
<<set $I_CL_31 to "empty">>
<<set $I_CL_32 to "empty">>
<<set $I_CL_33 to "empty">>
<<set $I_CL_34 to "empty">>
<<set $I_CL_35 to "empty">>
<<set $I_CL_36 to "empty">>
<<set $I_AC_E to "https://i.imgur.com/ZflqkFf.png">>
<<set $I_AC_1 to "empty">>
<<set $I_AC_2 to "empty">>
<<set $I_AC_3 to "empty">>
<<set $I_AC_4 to "empty">>
<<set $I_AC_5 to "empty">>
<<set $I_AC_6 to "empty">>
<<set $I_AC_7 to "empty">>
<<set $I_AC_8 to "empty">>
<<set $I_AC_9 to "empty">>
<<set $I_AC_10 to "empty">>
<<set $I_AC_11 to "empty">>
<<set $I_AC_12 to "empty">>
<<set $I_AC_13 to "empty">>
<<set $I_AC_14 to "empty">>
<<set $I_AC_15 to "empty">>
<<set $I_AC_16 to "empty">>
<<set $I_AC_17 to "empty">>
<<set $I_AC_18 to "empty">>
<<set $I_AC_19 to "empty">>
<<set $I_AC_20 to "empty">>
<<set $I_AC_21 to "empty">>
<<set $I_AC_22 to "empty">>
<<set $I_AC_23 to "empty">>
<<set $I_AC_24 to "empty">>
<<set $I_AC_25 to "empty">>
<<set $I_AC_26 to "empty">>
<<set $I_AC_27 to "empty">>
<<set $I_AC_28 to "empty">>
<<set $I_AC_29 to "empty">>
<<set $I_AC_30 to "empty">>
<<set $I_AC_31 to "empty">>
<<set $I_AC_32 to "empty">>
<<set $I_AC_33 to "empty">>
<<set $I_AC_34 to "empty">>
<<set $I_AC_35 to "empty">>
<<set $I_AC_36 to "empty">>
<<set $I_C_E to "https://i.imgur.com/WH9m8e8.png">>
<<set $I_C_1 to "empty">>
<<set $I_C_2 to "empty">>
<<set $I_C_3 to "empty">>
<<set $I_C_4 to "empty">>
<<set $I_C_5 to "empty">>
<<set $I_C_6 to "empty">>
<<set $I_C_7 to "empty">>
<<set $I_C_8 to "empty">>
<<set $I_C_9 to "empty">>
<<set $I_C_10 to "empty">>
<<set $I_C_11 to "empty">>
<<set $I_C_12 to "empty">>
<<set $I_C_13 to "empty">>
<<set $I_C_14 to "empty">>
<<set $I_C_15 to "empty">>
<<set $I_C_16 to "empty">>
<<set $I_C_17 to "empty">>
<<set $I_C_18 to "empty">>
<<set $I_C_19 to "empty">>
<<set $I_C_20 to "empty">>
<<set $I_C_21 to "empty">>
<<set $I_C_22 to "empty">>
<<set $I_C_23 to "empty">>
<<set $I_C_24 to "empty">>
<<set $I_C_25 to "empty">>
<<set $I_C_26 to "empty">>
<<set $I_C_27 to "empty">>
<<set $I_C_28 to "empty">>
<<set $I_C_29 to "empty">>
<<set $I_C_30 to "empty">>
<<set $I_C_31 to "empty">>
<<set $I_C_32 to "empty">>
<<set $I_C_33 to "empty">>
<<set $I_C_34 to "empty">>
<<set $I_C_35 to "empty">>
<<set $I_C_36 to "empty">>
<<set $I_C_1_S to 0>>
<<set $I_C_2_S to 0>>
<<set $I_C_3_S to 0>>
<<set $I_C_4_S to 0>>
<<set $I_C_5_S to 0>>
<<set $I_C_6_S to 0>>
<<set $I_C_7_S to 0>>
<<set $I_C_8_S to 0>>
<<set $I_C_9_S to 0>>
<<set $I_C_10_S to 0>>
<<set $I_C_11_S to 0>>
<<set $I_C_12_S to 0>>
<<set $I_C_13_S to 0>>
<<set $I_C_14_S to 0>>
<<set $I_C_15_S to 0>>
<<set $I_C_16_S to 0>>
<<set $I_C_17_S to 0>>
<<set $I_C_18_S to 0>>
<<set $I_C_19_S to 0>>
<<set $I_C_20_S to 0>>
<<set $I_C_21_S to 0>>
<<set $I_C_22_S to 0>>
<<set $I_C_23_S to 0>>
<<set $I_C_24_S to 0>>
<<set $I_C_25_S to 0>>
<<set $I_C_26_S to 0>>
<<set $I_C_27_S to 0>>
<<set $I_C_28_S to 0>>
<<set $I_C_29_S to 0>>
<<set $I_C_30_S to 0>>
<<set $I_K_E to "https://i.imgur.com/UZiMRCQ.png">>
<<set $I_K_1 to "empty">>
<<set $I_K_2 to "empty">>
<<set $I_K_3 to "empty">>
<<set $I_K_4 to "empty">>
<<set $I_K_5 to "empty">>
<<set $I_K_6 to "empty">>
<<set $I_K_7 to "empty">>
<<set $I_K_8 to "empty">>
<<set $I_K_9 to "empty">>
<<set $I_K_10 to "empty">>
<<set $I_K_11 to "empty">>
<<set $I_K_12 to "empty">>
<<set $I_K_13 to "empty">>
<<set $I_K_14 to "empty">>
<<set $I_K_15 to "empty">>
<<set $I_K_16 to "empty">>
<<set $I_K_17 to "empty">>
<<set $I_K_18 to "empty">>
<<set $I_K_19 to "empty">>
<<set $I_K_20 to "empty">>
<<set $I_K_21 to "empty">>
<<set $I_K_22 to "empty">>
<<set $I_K_23 to "empty">>
<<set $I_K_24 to "empty">>
<<set $I_K_25 to "empty">>
<<set $I_K_26 to "empty">>
<<set $I_K_27 to "empty">>
<<set $I_K_28 to "empty">>
<<set $I_K_29 to "empty">>
<<set $I_K_30 to "empty">>
<<set $I_K_31 to "empty">>
<<set $I_K_32 to "empty">>
<<set $I_K_33 to "empty">>
<<set $I_K_34 to "empty">>
<<set $I_K_35 to "empty">>
<<set $I_K_36 to "empty">>
<<nobr>>
<<if $Inventory_w_slots_filled gte 30>>
<<set $Inventory_w_full to 1>>
<<else>>
<<set $Inventory_w_full to 0>>
<<set $Inventory_w_slots_filled to $Inventory_w_slots_filled + 1>>
<</if>>
<<if $I_W_1 is "empty">>
<<set $I_W_1 to $I_W_Temp>>
<<set $I_W_1_D to $I_W_D_Temp>>
<<set $I_W_1_T to $I_W_T_Temp>>
<<set $I_W_P to 1>>
<<elseif $I_W_2 is "empty">>
<<set $I_W_2 to $I_W_Temp>>
<<set $I_W_2_D to $I_W_D_Temp>>
<<set $I_W_2_T to $I_W_T_Temp>>
<<set $I_W_P to 2>>
<<elseif $I_W_3 is "empty">>
<<set $I_W_3 to $I_W_Temp>>
<<set $I_W_3_D to $I_W_D_Temp>>
<<set $I_W_3_T to $I_W_T_Temp>>
<<set $I_W_P to 3>>
<<elseif $I_W_4 is "empty">>
<<set $I_W_4 to $I_W_Temp>>
<<set $I_W_4_D to $I_W_D_Temp>>
<<set $I_W_4_T to $I_W_T_Temp>>
<<set $I_W_P to 4>>
<<elseif $I_W_5 is "empty">>
<<set $I_W_5 to $I_W_Temp>>
<<set $I_W_5_D to $I_W_D_Temp>>
<<set $I_W_5_T to $I_W_T_Temp>>
<<set $I_W_P to 5>>
<<elseif $I_W_6 is "empty">>
<<set $I_W_6 to $I_W_Temp>>
<<set $I_W_6_D to $I_W_D_Temp>>
<<set $I_W_6_T to $I_W_T_Temp>>
<<set $I_W_P to 6>>
<<elseif $I_W_7 is "empty">>
<<set $I_W_7 to $I_W_Temp>>
<<set $I_W_7_D to $I_W_D_Temp>>
<<set $I_W_7_T to $I_W_T_Temp>>
<<set $I_W_P to 7>>
<<elseif $I_W_8 is "empty">>
<<set $I_W_8 to $I_W_Temp>>
<<set $I_W_8_D to $I_W_D_Temp>>
<<set $I_W_8_T to $I_W_T_Temp>>
<<set $I_W_P to 8>>
<<elseif $I_W_9 is "empty">>
<<set $I_W_9 to $I_W_Temp>>
<<set $I_W_9_D to $I_W_D_Temp>>
<<set $I_W_9_T to $I_W_T_Temp>>
<<set $I_W_P to 9>>
<<elseif $I_W_10 is "empty">>
<<set $I_W_10 to $I_W_Temp>>
<<set $I_W_10_D to $I_W_D_Temp>>
<<set $I_W_10_T to $I_W_T_Temp>>
<<set $I_W_P to 10>>
<<elseif $I_W_11 is "empty">>
<<set $I_W_11 to $I_W_Temp>>
<<set $I_W_11_D to $I_W_D_Temp>>
<<set $I_W_11_T to $I_W_T_Temp>>
<<set $I_W_P to 11>>
<<elseif $I_W_12 is "empty">>
<<set $I_W_12 to $I_W_Temp>>
<<set $I_W_12_D to $I_W_D_Temp>>
<<set $I_W_12_T to $I_W_T_Temp>>
<<set $I_W_P to 12>>
<<elseif $I_W_13 is "empty">>
<<set $I_W_13 to $I_W_Temp>>
<<set $I_W_13_D to $I_W_D_Temp>>
<<set $I_W_13_T to $I_W_T_Temp>>
<<set $I_W_P to 13>>
<<elseif $I_W_14 is "empty">>
<<set $I_W_14 to $I_W_Temp>>
<<set $I_W_14_D to $I_W_D_Temp>>
<<set $I_W_14_T to $I_W_T_Temp>>
<<set $I_W_P to 14>>
<<elseif $I_W_15 is "empty">>
<<set $I_W_15 to $I_W_Temp>>
<<set $I_W_15_D to $I_W_D_Temp>>
<<set $I_W_15_T to $I_W_T_Temp>>
<<set $I_W_P to 15>>
<<elseif $I_W_16 is "empty">>
<<set $I_W_16 to $I_W_Temp>>
<<set $I_W_16_D to $I_W_D_Temp>>
<<set $I_W_16_T to $I_W_T_Temp>>
<<set $I_W_P to 16>>
<<elseif $I_W_17 is "empty">>
<<set $I_W_17 to $I_W_Temp>>
<<set $I_W_17_D to $I_W_D_Temp>>
<<set $I_W_17_T to $I_W_T_Temp>>
<<set $I_W_P to 17>>
<<elseif $I_W_18 is "empty">>
<<set $I_W_18 to $I_W_Temp>>
<<set $I_W_18_D to $I_W_D_Temp>>
<<set $I_W_18_T to $I_W_T_Temp>>
<<set $I_W_P to 18>>
<<elseif $I_W_19 is "empty">>
<<set $I_W_19 to $I_W_Temp>>
<<set $I_W_19_D to $I_W_D_Temp>>
<<set $I_W_19_T to $I_W_T_Temp>>
<<set $I_W_P to 19>>
<<elseif $I_W_20 is "empty">>
<<set $I_W_20 to $I_W_Temp>>
<<set $I_W_20_D to $I_W_D_Temp>>
<<set $I_W_20_T to $I_W_T_Temp>>
<<set $I_W_P to 20>>
<<elseif $I_W_21 is "empty">>
<<set $I_W_21 to $I_W_Temp>>
<<set $I_W_21_D to $I_W_D_Temp>>
<<set $I_W_21_T to $I_W_T_Temp>>
<<set $I_W_P to 21>>
<<elseif $I_W_22 is "empty">>
<<set $I_W_22 to $I_W_Temp>>
<<set $I_W_22_D to $I_W_D_Temp>>
<<set $I_W_22_T to $I_W_T_Temp>>
<<set $I_W_P to 22>>
<<elseif $I_W_23 is "empty">>
<<set $I_W_23 to $I_W_Temp>>
<<set $I_W_23_D to $I_W_D_Temp>>
<<set $I_W_23_T to $I_W_T_Temp>>
<<set $I_W_P to 23>>
<<elseif $I_W_24 is "empty">>
<<set $I_W_24 to $I_W_Temp>>
<<set $I_W_24_D to $I_W_D_Temp>>
<<set $I_W_24_T to $I_W_T_Temp>>
<<set $I_W_P to 24>>
<<elseif $I_W_25 is "empty">>
<<set $I_W_25 to $I_W_Temp>>
<<set $I_W_25_D to $I_W_D_Temp>>
<<set $I_W_25_T to $I_W_T_Temp>>
<<set $I_W_P to 25>>
<<elseif $I_W_26 is "empty">>
<<set $I_W_26 to $I_W_Temp>>
<<set $I_W_26_D to $I_W_D_Temp>>
<<set $I_W_26_T to $I_W_T_Temp>>
<<set $I_W_P to 26>>
<<elseif $I_W_27 is "empty">>
<<set $I_W_27 to $I_W_Temp>>
<<set $I_W_27_D to $I_W_D_Temp>>
<<set $I_W_27_T to $I_W_T_Temp>>
<<set $I_W_P to 27>>
<<elseif $I_W_28 is "empty">>
<<set $I_W_28 to $I_W_Temp>>
<<set $I_W_28_D to $I_W_D_Temp>>
<<set $I_W_28_T to $I_W_T_Temp>>
<<set $I_W_P to 28>>
<<elseif $I_W_29 is "empty">>
<<set $I_W_29 to $I_W_Temp>>
<<set $I_W_29_D to $I_W_D_Temp>>
<<set $I_W_29_T to $I_W_T_Temp>>
<<set $I_W_P to 29>>
<<elseif $I_W_30 is "empty">>
<<set $I_W_30 to $I_W_Temp>>
<<set $I_W_30_D to $I_W_D_Temp>>
<<set $I_W_30_T to $I_W_T_Temp>>
<<set $I_W_P to 30>>
<</if>>
<<set $inventory_pane to "weapons">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>>
<<nobr>>
<<if $I_W_Move is 1>>
<<set $I_W_TEMP to $I_W_1>>
<<set $I_W_D_TEMP to $I_W_1_D>>
<<set $I_W_T_TEMP to $I_W_1_T>>
<<set $I_W_P to 2>>
<<set $I_W_1 to $I_W_2>>
<<set $I_W_1_D to $I_W_2_D>>
<<set $I_W_1_T to $I_W_2_T>>
<<set $I_W_Swap to 1>>
<<set $I_W_Target to $I_W_2_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_2 to $I_W_TEMP>>
<<set $I_W_2_D to $I_W_D_TEMP>>
<<set $I_W_2_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 2>>
<<set $I_W_TEMP to $I_W_2>>
<<set $I_W_D_TEMP to $I_W_2_D>>
<<set $I_W_T_TEMP to $I_W_2_T>>
<<set $I_W_P to 3>>
<<set $I_W_2 to $I_W_3>>
<<set $I_W_2_D to $I_W_3_D>>
<<set $I_W_2_T to $I_W_3_T>>
<<set $I_W_Swap to 2>>
<<set $I_W_Target to $I_W_3_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_3 to $I_W_TEMP>>
<<set $I_W_3_D to $I_W_D_TEMP>>
<<set $I_W_3_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 3>>
<<set $I_W_TEMP to $I_W_3>>
<<set $I_W_D_TEMP to $I_W_3_D>>
<<set $I_W_T_TEMP to $I_W_3_T>>
<<set $I_W_P to 4>>
<<set $I_W_3 to $I_W_4>>
<<set $I_W_3_D to $I_W_4_D>>
<<set $I_W_3_T to $I_W_4_T>>
<<set $I_W_Swap to 3>>
<<set $I_W_Target to $I_W_4_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_4 to $I_W_TEMP>>
<<set $I_W_4_D to $I_W_D_TEMP>>
<<set $I_W_4_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 4>>
<<set $I_W_TEMP to $I_W_4>>
<<set $I_W_D_TEMP to $I_W_4_D>>
<<set $I_W_T_TEMP to $I_W_4_T>>
<<set $I_W_P to 5>>
<<set $I_W_4 to $I_W_5>>
<<set $I_W_4_D to $I_W_5_D>>
<<set $I_W_4_T to $I_W_5_T>>
<<set $I_W_Swap to 4>>
<<set $I_W_Target to $I_W_5_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_5 to $I_W_TEMP>>
<<set $I_W_5_D to $I_W_D_TEMP>>
<<set $I_W_5_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 5>>
<<set $I_W_TEMP to $I_W_5>>
<<set $I_W_D_TEMP to $I_W_5_D>>
<<set $I_W_T_TEMP to $I_W_5_T>>
<<set $I_W_P to 6>>
<<set $I_W_5 to $I_W_6>>
<<set $I_W_5_D to $I_W_6_D>>
<<set $I_W_5_T to $I_W_6_T>>
<<set $I_W_Swap to 5>>
<<set $I_W_Target to $I_W_6_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_6 to $I_W_TEMP>>
<<set $I_W_6_D to $I_W_D_TEMP>>
<<set $I_W_6_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 6>>
<<set $I_W_TEMP to $I_W_6>>
<<set $I_W_D_TEMP to $I_W_6_D>>
<<set $I_W_T_TEMP to $I_W_6_T>>
<<set $I_W_P to 7>>
<<set $I_W_6 to $I_W_7>>
<<set $I_W_6_D to $I_W_7_D>>
<<set $I_W_6_T to $I_W_7_T>>
<<set $I_W_Swap to 6>>
<<set $I_W_Target to $I_W_7_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_7 to $I_W_TEMP>>
<<set $I_W_7_D to $I_W_D_TEMP>>
<<set $I_W_7_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 7>>
<<set $I_W_TEMP to $I_W_7>>
<<set $I_W_D_TEMP to $I_W_7_D>>
<<set $I_W_T_TEMP to $I_W_7_T>>
<<set $I_W_P to 8>>
<<set $I_W_7 to $I_W_8>>
<<set $I_W_7_D to $I_W_8_D>>
<<set $I_W_7_T to $I_W_8_T>>
<<set $I_W_Swap to 7>>
<<set $I_W_Target to $I_W_8_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_8 to $I_W_TEMP>>
<<set $I_W_8_D to $I_W_D_TEMP>>
<<set $I_W_8_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 8>>
<<set $I_W_TEMP to $I_W_8>>
<<set $I_W_D_TEMP to $I_W_8_D>>
<<set $I_W_T_TEMP to $I_W_8_T>>
<<set $I_W_P to 9>>
<<set $I_W_8 to $I_W_9>>
<<set $I_W_8_D to $I_W_9_D>>
<<set $I_W_8_T to $I_W_9_T>>
<<set $I_W_Swap to 8>>
<<set $I_W_Target to $I_W_9_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_9 to $I_W_TEMP>>
<<set $I_W_9_D to $I_W_D_TEMP>>
<<set $I_W_9_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 9>>
<<set $I_W_TEMP to $I_W_9>>
<<set $I_W_D_TEMP to $I_W_9_D>>
<<set $I_W_T_TEMP to $I_W_9_T>>
<<set $I_W_P to 10>>
<<set $I_W_9 to $I_W_10>>
<<set $I_W_9_D to $I_W_10_D>>
<<set $I_W_9_T to $I_W_10_T>>
<<set $I_W_Swap to 9>>
<<set $I_W_Target to $I_W_10_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_10 to $I_W_TEMP>>
<<set $I_W_10_D to $I_W_D_TEMP>>
<<set $I_W_10_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 10>>
<<set $I_W_TEMP to $I_W_10>>
<<set $I_W_D_TEMP to $I_W_10_D>>
<<set $I_W_T_TEMP to $I_W_10_T>>
<<set $I_W_P to 11>>
<<set $I_W_10 to $I_W_11>>
<<set $I_W_10_D to $I_W_11_D>>
<<set $I_W_10_T to $I_W_11_T>>
<<set $I_W_Swap to 10>>
<<set $I_W_Target to $I_W_11_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_11 to $I_W_TEMP>>
<<set $I_W_11_D to $I_W_D_TEMP>>
<<set $I_W_11_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 11>>
<<set $I_W_TEMP to $I_W_11>>
<<set $I_W_D_TEMP to $I_W_11_D>>
<<set $I_W_T_TEMP to $I_W_11_T>>
<<set $I_W_P to 12>>
<<set $I_W_11 to $I_W_12>>
<<set $I_W_11_D to $I_W_12_D>>
<<set $I_W_11_T to $I_W_12_T>>
<<set $I_W_Swap to 11>>
<<set $I_W_Target to $I_W_12_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_12 to $I_W_TEMP>>
<<set $I_W_12_D to $I_W_D_TEMP>>
<<set $I_W_12_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 12>>
<<set $I_W_TEMP to $I_W_12>>
<<set $I_W_D_TEMP to $I_W_12_D>>
<<set $I_W_T_TEMP to $I_W_12_T>>
<<set $I_W_P to 13>>
<<set $I_W_12 to $I_W_13>>
<<set $I_W_12_D to $I_W_13_D>>
<<set $I_W_12_T to $I_W_13_T>>
<<set $I_W_Swap to 12>>
<<set $I_W_Target to $I_W_13_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_13 to $I_W_TEMP>>
<<set $I_W_13_D to $I_W_D_TEMP>>
<<set $I_W_13_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 13>>
<<set $I_W_TEMP to $I_W_13>>
<<set $I_W_D_TEMP to $I_W_13_D>>
<<set $I_W_T_TEMP to $I_W_13_T>>
<<set $I_W_P to 14>>
<<set $I_W_13 to $I_W_14>>
<<set $I_W_13_D to $I_W_14_D>>
<<set $I_W_13_T to $I_W_14_T>>
<<set $I_W_Swap to 13>>
<<set $I_W_Target to $I_W_14_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_14 to $I_W_TEMP>>
<<set $I_W_14_D to $I_W_D_TEMP>>
<<set $I_W_14_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 14>>
<<set $I_W_TEMP to $I_W_14>>
<<set $I_W_D_TEMP to $I_W_14_D>>
<<set $I_W_T_TEMP to $I_W_14_T>>
<<set $I_W_P to 15>>
<<set $I_W_14 to $I_W_15>>
<<set $I_W_14_D to $I_W_15_D>>
<<set $I_W_14_T to $I_W_15_T>>
<<set $I_W_Swap to 14>>
<<set $I_W_Target to $I_W_15_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_15 to $I_W_TEMP>>
<<set $I_W_15_D to $I_W_D_TEMP>>
<<set $I_W_15_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 15>>
<<set $I_W_TEMP to $I_W_15>>
<<set $I_W_D_TEMP to $I_W_15_D>>
<<set $I_W_T_TEMP to $I_W_15_T>>
<<set $I_W_P to 16>>
<<set $I_W_15 to $I_W_16>>
<<set $I_W_15_D to $I_W_16_D>>
<<set $I_W_15_T to $I_W_16_T>>
<<set $I_W_Swap to 15>>
<<set $I_W_Target to $I_W_16_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_16 to $I_W_TEMP>>
<<set $I_W_16_D to $I_W_D_TEMP>>
<<set $I_W_16_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 16>>
<<set $I_W_TEMP to $I_W_16>>
<<set $I_W_D_TEMP to $I_W_16_D>>
<<set $I_W_T_TEMP to $I_W_16_T>>
<<set $I_W_P to 17>>
<<set $I_W_16 to $I_W_17>>
<<set $I_W_16_D to $I_W_17_D>>
<<set $I_W_16_T to $I_W_17_T>>
<<set $I_W_Swap to 16>>
<<set $I_W_Target to $I_W_17_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_17 to $I_W_TEMP>>
<<set $I_W_17_D to $I_W_D_TEMP>>
<<set $I_W_17_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 17>>
<<set $I_W_TEMP to $I_W_17>>
<<set $I_W_D_TEMP to $I_W_17_D>>
<<set $I_W_T_TEMP to $I_W_17_T>>
<<set $I_W_P to 18>>
<<set $I_W_17 to $I_W_18>>
<<set $I_W_17_D to $I_W_18_D>>
<<set $I_W_17_T to $I_W_18_T>>
<<set $I_W_Swap to 17>>
<<set $I_W_Target to $I_W_18_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_18 to $I_W_TEMP>>
<<set $I_W_18_D to $I_W_D_TEMP>>
<<set $I_W_18_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 18>>
<<set $I_W_TEMP to $I_W_18>>
<<set $I_W_D_TEMP to $I_W_18_D>>
<<set $I_W_T_TEMP to $I_W_18_T>>
<<set $I_W_P to 19>>
<<set $I_W_18 to $I_W_19>>
<<set $I_W_18_D to $I_W_19_D>>
<<set $I_W_18_T to $I_W_19_T>>
<<set $I_W_Swap to 18>>
<<set $I_W_Target to $I_W_19_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_19 to $I_W_TEMP>>
<<set $I_W_19_D to $I_W_D_TEMP>>
<<set $I_W_19_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 19>>
<<set $I_W_TEMP to $I_W_19>>
<<set $I_W_D_TEMP to $I_W_19_D>>
<<set $I_W_T_TEMP to $I_W_19_T>>
<<set $I_W_P to 20>>
<<set $I_W_19 to $I_W_20>>
<<set $I_W_19_D to $I_W_20_D>>
<<set $I_W_19_T to $I_W_20_T>>
<<set $I_W_Swap to 19>>
<<set $I_W_Target to $I_W_20_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_20 to $I_W_TEMP>>
<<set $I_W_20_D to $I_W_D_TEMP>>
<<set $I_W_20_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 20>>
<<set $I_W_TEMP to $I_W_20>>
<<set $I_W_D_TEMP to $I_W_20_D>>
<<set $I_W_T_TEMP to $I_W_20_T>>
<<set $I_W_P to 21>>
<<set $I_W_20 to $I_W_21>>
<<set $I_W_20_D to $I_W_21_D>>
<<set $I_W_20_T to $I_W_21_T>>
<<set $I_W_Swap to 20>>
<<set $I_W_Target to $I_W_21_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_21 to $I_W_TEMP>>
<<set $I_W_21_D to $I_W_D_TEMP>>
<<set $I_W_21_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 21>>
<<set $I_W_TEMP to $I_W_21>>
<<set $I_W_D_TEMP to $I_W_21_D>>
<<set $I_W_T_TEMP to $I_W_21_T>>
<<set $I_W_P to 22>>
<<set $I_W_21 to $I_W_22>>
<<set $I_W_21_D to $I_W_22_D>>
<<set $I_W_21_T to $I_W_22_T>>
<<set $I_W_Swap to 21>>
<<set $I_W_Target to $I_W_22_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_22 to $I_W_TEMP>>
<<set $I_W_22_D to $I_W_D_TEMP>>
<<set $I_W_22_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 22>>
<<set $I_W_TEMP to $I_W_22>>
<<set $I_W_D_TEMP to $I_W_22_D>>
<<set $I_W_T_TEMP to $I_W_22_T>>
<<set $I_W_P to 23>>
<<set $I_W_22 to $I_W_23>>
<<set $I_W_22_D to $I_W_23_D>>
<<set $I_W_22_T to $I_W_23_T>>
<<set $I_W_Swap to 22>>
<<set $I_W_Target to $I_W_23_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_23 to $I_W_TEMP>>
<<set $I_W_23_D to $I_W_D_TEMP>>
<<set $I_W_23_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 23>>
<<set $I_W_TEMP to $I_W_23>>
<<set $I_W_D_TEMP to $I_W_23_D>>
<<set $I_W_T_TEMP to $I_W_23_T>>
<<set $I_W_P to 24>>
<<set $I_W_23 to $I_W_24>>
<<set $I_W_23_D to $I_W_24_D>>
<<set $I_W_23_T to $I_W_24_T>>
<<set $I_W_Swap to 23>>
<<set $I_W_Target to $I_W_24_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_24 to $I_W_TEMP>>
<<set $I_W_24_D to $I_W_D_TEMP>>
<<set $I_W_24_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 24>>
<<set $I_W_TEMP to $I_W_24>>
<<set $I_W_D_TEMP to $I_W_24_D>>
<<set $I_W_T_TEMP to $I_W_24_T>>
<<set $I_W_P to 25>>
<<set $I_W_24 to $I_W_25>>
<<set $I_W_24_D to $I_W_25_D>>
<<set $I_W_24_T to $I_W_25_T>>
<<set $I_W_Swap to 24>>
<<set $I_W_Target to $I_W_25_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_25 to $I_W_TEMP>>
<<set $I_W_25_D to $I_W_D_TEMP>>
<<set $I_W_25_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 25>>
<<set $I_W_TEMP to $I_W_25>>
<<set $I_W_D_TEMP to $I_W_25_D>>
<<set $I_W_T_TEMP to $I_W_25_T>>
<<set $I_W_P to 26>>
<<set $I_W_25 to $I_W_26>>
<<set $I_W_25_D to $I_W_26_D>>
<<set $I_W_25_T to $I_W_26_T>>
<<set $I_W_Swap to 25>>
<<set $I_W_Target to $I_W_26_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_26 to $I_W_TEMP>>
<<set $I_W_26_D to $I_W_D_TEMP>>
<<set $I_W_26_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 26>>
<<set $I_W_TEMP to $I_W_26>>
<<set $I_W_D_TEMP to $I_W_26_D>>
<<set $I_W_T_TEMP to $I_W_26_T>>
<<set $I_W_P to 27>>
<<set $I_W_26 to $I_W_27>>
<<set $I_W_26_D to $I_W_27_D>>
<<set $I_W_26_T to $I_W_27_T>>
<<set $I_W_Swap to 26>>
<<set $I_W_Target to $I_W_27_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_27 to $I_W_TEMP>>
<<set $I_W_27_D to $I_W_D_TEMP>>
<<set $I_W_27_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 27>>
<<set $I_W_TEMP to $I_W_27>>
<<set $I_W_D_TEMP to $I_W_27_D>>
<<set $I_W_T_TEMP to $I_W_27_T>>
<<set $I_W_P to 28>>
<<set $I_W_27 to $I_W_28>>
<<set $I_W_27_D to $I_W_28_D>>
<<set $I_W_27_T to $I_W_28_T>>
<<set $I_W_Swap to 27>>
<<set $I_W_Target to $I_W_28_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_28 to $I_W_TEMP>>
<<set $I_W_28_D to $I_W_D_TEMP>>
<<set $I_W_28_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 28>>
<<set $I_W_TEMP to $I_W_28>>
<<set $I_W_D_TEMP to $I_W_28_D>>
<<set $I_W_T_TEMP to $I_W_28_T>>
<<set $I_W_P to 29>>
<<set $I_W_28 to $I_W_29>>
<<set $I_W_28_D to $I_W_29_D>>
<<set $I_W_28_T to $I_W_29_T>>
<<set $I_W_Swap to 28>>
<<set $I_W_Target to $I_W_29_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_29 to $I_W_TEMP>>
<<set $I_W_29_D to $I_W_D_TEMP>>
<<set $I_W_29_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 29>>
<<set $I_W_TEMP to $I_W_29>>
<<set $I_W_D_TEMP to $I_W_29_D>>
<<set $I_W_T_TEMP to $I_W_29_T>>
<<set $I_W_P to 30>>
<<set $I_W_29 to $I_W_30>>
<<set $I_W_29_D to $I_W_30_D>>
<<set $I_W_29_T to $I_W_30_T>>
<<set $I_W_Swap to 29>>
<<set $I_W_Target to $I_W_30_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_30 to $I_W_TEMP>>
<<set $I_W_30_D to $I_W_D_TEMP>>
<<set $I_W_30_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 30>>
<<set $I_W_TEMP to $I_W_30>>
<<set $I_W_D_TEMP to $I_W_30_D>>
<<set $I_W_T_TEMP to $I_W_30_T>>
<<set $I_W_P to 1>>
<<set $I_W_30 to $I_W_1>>
<<set $I_W_30_D to $I_W_1_D>>
<<set $I_W_30_T to $I_W_1_T>>
<<set $I_W_Swap to 30>>
<<set $I_W_Target to $I_W_1_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_1 to $I_W_TEMP>>
<<set $I_W_1_D to $I_W_D_TEMP>>
<<set $I_W_1_T to $I_W_T_TEMP>>
<</if>>
<<set $I_W_Move to $I_W_Move + 1>>
<<if $I_W_Move gte 31>>
<<set $I_W_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_W_Target is "Keyblade">>
<<set $Keyblade_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Zipper Arm Cannon">>
<<set $Zipper_Arm_Cannon_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Foe Zapper">>
<<set $Foe_Zapper_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Shredder Rifle">>
<<set $Shredder_Rifle_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Truthseeker Smartbow">>
<<set $Truthseeker_Smartbow_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Bug Hunter">>
<<set $Bug_Hunter_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Torch Kanabo">>
<<set $Torch_Kanabo_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Flakk's Cannon">>
<<set $Flakks_Cannon_Position to $I_W_Swap>>
<</if>>
<<if $I_W_Target is "Portable Hull Cleanser">>
<<set $Portable_Hull_Cleanser_Position to $I_W_Swap>>
<</if>>
<</nobr>><img src="https://i.imgur.com/0umtJos.png">
Granityn Systems <b>'Keyblade'</b>
Damage range: 1d6 || Damage bonus: 0 || Accuracy Bonus: 0
Element: Electric || Modifier; None || Mods; 0/3
Attacks: Double Tap || Shock || Smartlink
<i>It's a fucking keyblade, holy shit.</i>
<span id="dialog-test">
<<link "Equip?">>
<<replace "#dialog-test">><b>Equipped.</b><</replace>>
<</link>></span>
<<link "Move Left">>
<<set $I_W_Move to $Keyblade_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Keyblade_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Keyblade_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Keyblade_Position to $I_W_Move>>
<</link>><<nobr>>
<<if $inventory_pane is "weapons" or $inventory_pane is "weapons2" or $inventory_pane is "weapons3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "weapons3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "weapons2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "weapons">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "armour" or $inventory_pane is "armour2" or $inventory_pane is "armour3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "armour3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "armour2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "armour">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "consumables" or $inventory_pane is "consumables2" or $inventory_pane is "consumables3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "consumables3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "consumables2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "consumables">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "key" or $inventory_pane is "key2" or $inventory_pane is "key3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "key3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "key2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "key">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "subweapons" or $inventory_pane is "subweapons2" or $inventory_pane is "subweapons3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "subweapons2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "subweapons">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "clothing" or $inventory_pane is "clothing2" or $inventory_pane is "clothing3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "clothing2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "clothing">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "accessories" or $inventory_pane is "accessories2" or $inventory_pane is "accessories3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "accessories2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "accessories">><<set $inventory_page to 1>>
<</if>>
<</if>>
<</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_W_11 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_11]]>><<dialog>><<include $I_W_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_12 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_12]]>><<dialog>><<include $I_W_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_13 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_13]]>><<dialog>><<include $I_W_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_14 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_14]]>><<dialog>><<include $I_W_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_15 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_15]]>><<dialog>><<include $I_W_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon4Div"><<if $I_W_16 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_16]]>><<dialog>><<include $I_W_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_17 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_17]]>><<dialog>><<include $I_W_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_18 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_18]]>><<dialog>><<include $I_W_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_19 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_19]]>><<dialog>><<include $I_W_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_20 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_20]]>><<dialog>><<include $I_W_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_W_21 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_21]]>><<dialog>><<include $I_W_21_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_21_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_22 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_22]]>><<dialog>><<include $I_W_22_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_22_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_23 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_23]]>><<dialog>><<include $I_W_23_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_23_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_24 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_24]]>><<dialog>><<include $I_W_24_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_24_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_25 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_25]]>><<dialog>><<include $I_W_25_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_25_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon6Div"><<if $I_W_26 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_26]]>><<dialog>><<include $I_W_26_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_26_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_27 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_27]]>><<dialog>><<include $I_W_27_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_27_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_28 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_28]]>><<dialog>><<include $I_W_28_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_28_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_29 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_29]]>><<dialog>><<include $I_W_29_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_29_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_30 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_30]]>><<dialog>><<include $I_W_30_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_30_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_A_11 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_11]]>><<dialog>><<include $I_A_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_12 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_12]]>><<dialog>><<include $I_A_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_13 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_13]]>><<dialog>><<include $I_A_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_14 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_14]]>><<dialog>><<include $I_A_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_15 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_15]]>><<dialog>><<include $I_A_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour4Div"><<if $I_A_16 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_16]]>><<dialog>><<include $I_A_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_17 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_17]]>><<dialog>><<include $I_A_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_18 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_18]]>><<dialog>><<include $I_A_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_19 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_19]]>><<dialog>><<include $I_A_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_20 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_20]]>><<dialog>><<include $I_A_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_A_21 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_21]]>><<dialog>><<include $I_A_21_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_21_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_22 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_22]]>><<dialog>><<include $I_A_22_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_22_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_23 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_23]]>><<dialog>><<include $I_A_23_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_23_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_24 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_24]]>><<dialog>><<include $I_A_24_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_24_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_25 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_25]]>><<dialog>><<include $I_A_25_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_25_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour6Div"><<if $I_A_26 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_26]]>><<dialog>><<include $I_A_26_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_26_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_27 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_27]]>><<dialog>><<include $I_A_27_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_27_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_28 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_28]]>><<dialog>><<include $I_A_28_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_28_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_29 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_29]]>><<dialog>><<include $I_A_29_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_29_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_30 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_30]]>><<dialog>><<include $I_A_30_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_30_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_C_1 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_1]]>><<dialog>><<include $I_C_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_1_T>>:<<=$I_C_1_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_1_S is 0>><<else>>$I_C_1_S<</if>></div><<if $I_C_2 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_2]]>><<dialog>><<include $I_C_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_2_T>>:<<=$I_C_2_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_2_S is 0>><<else>>$I_C_2_S<</if>></div><<if $I_C_3 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_3]]>><<dialog>><<include $I_C_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_3_T>>:<<=$I_C_3_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_3_S is 0>><<else>>$I_C_3_S<</if>></div><<if $I_C_4 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_4]]>><<dialog>><<include $I_C_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_4_T>>:<<=$I_C_4_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_4_S is 0>><<else>>$I_C_4_S<</if>></div><<if $I_C_5 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_5]]>><<dialog>><<include $I_C_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_5_T>>:<<=$I_C_5_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI5Div"><<if $I_C_5_S is 0>><<else>>$I_C_5_S<</if>></div>
<div class="Consumables2Div"><<if $I_C_6 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_6]]>><<dialog>><<include $I_C_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_6_T>>:<<=$I_C_6_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_6_S is 0>><<else>>$I_C_6_S<</if>></div><<if $I_C_7 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_7]]>><<dialog>><<include $I_C_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_7_T>>:<<=$I_C_7_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_7_S is 0>><<else>>$I_C_7_S<</if>></div><<if $I_C_8 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_8]]>><<dialog>><<include $I_C_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_8_T>>:<<=$I_C_8_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_8_S is 0>><<else>>$I_C_8_S<</if>></div><<if $I_C_9 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_9]]>><<dialog>><<include $I_C_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_9_T>>:<<=$I_C_9_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_9_S is 0>><<else>>$I_C_9_S<</if>></div><<if $I_C_10 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_10]]>><<dialog>><<include $I_C_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_10_T>>:<<=$I_C_10_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_10_S is 0>><<else>>$I_C_10_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_C_11 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_11]]>><<dialog>><<include $I_C_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_11_T>>:<<=$I_C_11_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_11_S is 0>><<else>>$I_C_11_S<</if>></div><<if $I_C_12 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_12]]>><<dialog>><<include $I_C_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_12_T>>:<<=$I_C_12_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_12_S is 0>><<else>>$I_C_12_S<</if>></div><<if $I_C_13 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_13]]>><<dialog>><<include $I_C_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_13_T>>:<<=$I_C_13_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_13_S is 0>><<else>>$I_C_13_S<</if>></div><<if $I_C_14 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_14]]>><<dialog>><<include $I_C_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_14_T>>:<<=$I_C_14_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_14_S is 0>><<else>>$I_C_14_S<</if>></div><<if $I_C_15 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_15]]>><<dialog>><<include $I_C_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_15_T>>:<<=$I_C_15_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI5Div"><<if $I_C_15_S is 0>><<else>>$I_C_15_S<</if>></div>
<div class="Consumables2Div"><<if $I_C_16 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_16]]>><<dialog>><<include $I_C_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_16_T>>:<<=$I_C_16_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_16_S is 0>><<else>>$I_C_16_S<</if>></div><<if $I_C_17 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_17]]>><<dialog>><<include $I_C_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_17_T>>:<<=$I_C_17_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_17_S is 0>><<else>>$I_C_17_S<</if>></div><<if $I_C_18 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_18]]>><<dialog>><<include $I_C_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_18_T>>:<<=$I_C_18_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_18_S is 0>><<else>>$I_C_18_S<</if>></div><<if $I_C_19 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_19]]>><<dialog>><<include $I_C_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_19_T>>:<<=$I_C_19_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_19_S is 0>><<else>>$I_C_19_S<</if>></div><<if $I_C_20 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_20]]>><<dialog>><<include $I_C_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_20_T>>:<<=$I_C_20_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_20_S is 0>><<else>>$I_C_20_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_C_21 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_21]]>><<dialog>><<include $I_C_21_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_21_T>>:<<=$I_C_21_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_21_S is 0>><<else>>$I_C_21_S<</if>></div><<if $I_C_22 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_22]]>><<dialog>><<include $I_C_22_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_22_T>>:<<=$I_C_22_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_22_S is 0>><<else>>$I_C_22_S<</if>></div><<if $I_C_23 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_23]]>><<dialog>><<include $I_C_23_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_23_T>>:<<=$I_C_23_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_23_S is 0>><<else>>$I_C_23_S<</if>></div><<if $I_C_24 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_24]]>><<dialog>><<include $I_C_24_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_24_T>>:<<=$I_C_24_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_24_S is 0>><<else>>$I_C_24_S<</if>></div><<if $I_C_25 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_25]]>><<dialog>><<include $I_C_25_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_25_T>>:<<=$I_C_25_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI5Div"><<if $I_C_25_S is 0>><<else>>$I_C_25_S<</if>></div>
<div class="Consumables2Div"><<if $I_C_26 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_26]]>><<dialog>><<include $I_C_26_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_26_T>>:<<=$I_C_26_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_26_S is 0>><<else>>$I_C_26_S<</if>></div><<if $I_C_27 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_27]]>><<dialog>><<include $I_C_27_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_27_T>>:<<=$I_C_27_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_27_S is 0>><<else>>$I_C_27_S<</if>></div><<if $I_C_28 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_28]]>><<dialog>><<include $I_C_28_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_28_T>>:<<=$I_C_28_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_28_S is 0>><<else>>$I_C_28_S<</if>></div><<if $I_C_29 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_29]]>><<dialog>><<include $I_C_29_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_29_T>>:<<=$I_C_29_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_29_S is 0>><<else>>$I_C_29_S<</if>></div><<if $I_C_30 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_30]]>><<dialog>><<include $I_C_30_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_30_T>>:<<=$I_C_30_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_30_S is 0>><<else>>$I_C_30_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Key Item Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_K_1 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_1]]>><<dialog>><<include $I_K_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_2 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_2]]>><<dialog>><<include $I_K_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_3 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_3]]>><<dialog>><<include $I_K_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_4 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_4]]>><<dialog>><<include $I_K_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_5 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_5]]>><<dialog>><<include $I_K_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="KeyItem2Div"><<if $I_K_6 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_6]]>><<dialog>><<include $I_K_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_7 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_7]]>><<dialog>><<include $I_K_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_8 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_8]]>><<dialog>><<include $I_K_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_9 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_9]]>><<dialog>><<include $I_K_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_10 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_10]]>><<dialog>><<include $I_K_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Key Item Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_K_11 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_11]]>><<dialog>><<include $I_K_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_12 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_12]]>><<dialog>><<include $I_K_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_13 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_13]]>><<dialog>><<include $I_K_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_14 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_14]]>><<dialog>><<include $I_K_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_15 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_15]]>><<dialog>><<include $I_K_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
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<b>@@#tooltip;@@</b>
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This is a collection of knowledge about the people, places and things of this Galaxy.
<<nobr>>
<hrt><hr></hrt>
<</nobr>><<link "Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
<<link "Corporations and Organizations">><<dialog>><<include "Codex - Corporations and Organizations">><</dialog>><</link>>
<<link "Monsters">><<dialog>><<include "Codex - Monsters">><</dialog>><</link>>
<<link "People">><<dialog>><<include "Codex - People">><</dialog>><</link>>
<<link "Places">><<dialog>><<include "Codex - Places">><</dialog>><</link>>
<<link "Species (Terran)">><<dialog>><<include "Codex - Species (Terran)">><</dialog>><</link>>
<<link "Species (Xeno)">><<dialog>><<include "Codex - Species (Xeno)">><</dialog>><</link>>
<<link "Technology and Magic">><<dialog>><<include "Codex - Technology and Magic">><</dialog>><</link>>
<<if $Codex_Loop is "yes">>
<<set $Codex_Loop to "no">>
<<link "Return">><<dialog>><<include $Codex_Return>><</dialog>><</link>><</if>>M10, aka Mio, disposable synthetic Mercenary. The MERCANOID division of Balford Synthetics is a PMC group who's combat androids are available for rent for any mission imaginable; recovery of android optional, with failure only resulting in a minor chassis replacement fee.
Whilst an experienced 'bot, Mio was recently the victim of downsizing for the MERCANOID division, with her body being sold off and her memory core installed into a second-hand one, which she's still acclimatizing to. She's pretty sure it wasn't a originally a combat model, either...
An adult entertainment Startup, Tentacan, has lost control of one of their breeding operations. They intend on taking it back, but first they need someone to go in and fix the orbital launch sled, to secure a valuable shipment of frozen genetically-engineered eggs. Once the goods are out, the facility will be cleaned up by a security team of their own, with less to worry about in terms of collatoral damage. (The employees, after all, are insured.)
General concept; short game to test my new Twine framework. Two generic encounters (repeatable), three bosses, one optional boss, two endings; one for completing the optional boss (and repairing a secondary portion of the sled), and a bad ending wherein the broken subsystem requires Mio to stay behind to manually launch the payload, leaving her stranded.
--
The Tentacan Product Development Facility is a small section of a larger facility, separated from it and accessible via a shuttle service across a moon without atmosphere. Mio is supposed to be inserted into the Armory - the weapons there will be considered contaminated and will likely be disposed of anyway - via a Breach Pod, a drilling bunker buster which creates a breach in ships, stations or bases and then plugs the gap with its own bulk to prevent atmospheric depressurization.
Unfortunately, the base blueprints are outdated, and she lands in a supply closet to the very south of the base, just over from the security room, The Armory is blocked off with tentacle biomass, and will require some method of getting inside.
Opposite Security is the docking bay reception, but the hangar beyond is sealed off as part of the lockdown. There for flavour.
North is the first corridor, with a break room to the west and access down to the Cargo Sled Launcher to the east. However, a security checkpoint prevents her access. She finds a keycard in the breakroom after defeating a tentacle creature, but it doesn't open this checkpoint; it's for the labs to the north.
Going north, Mio can now enter the labs. Lab 2 is smaller, for Byproduct Experimentation, Lab 1 is Mainline Product Research - aka, the tentacles. Inside Lab 2, she can find an acid derived from tentacle monsters used for territorial disputes, which she can use to access the Armory to get a powerful gun.
Lab 1 is a large area where most of the scientists are cocooned. After defeating a boss, Mio can also go north to the Pens, but they're sealed off.
Going back to the Sled, Mio can access that Engineering area now with a better keycard. From there, she can go north to the Sled itself, fight the final boss, and launch it.
To the far East of that area is maintainance, where she finds one more major tentacle monster - a tough customer - minding its own business. If she ignores it, she will discover that the sled's automatic systems are disabled and will require manual launch from the southern observation dome.
If she doesn't fix the sled first, she has to fire the rockets in Observation. Watches her ticket home leave, then fights an unwinnable tentacle monster boss and gets captured. Bad end where, once the facility is re-taken, Tentacan Co. decides to keep her after seeing how durable of a breeder she is.
If she defeats the optional boss first, good ending, leaves on sled, and then Tentacan purchase her for a full-time contract off of the ailing MERCANOID division. M10 is made head of security for the facility once it's been cleaned up, and earns citizenship on the colony once it expands due to the business brought in by the company.
---------
Weaponry;
CLASS; MERCANOID BREACHER
Mio is equipped with a 'Jack of All Trades' set of low-cost utility parts and on-board weapons.
Shoulder-mounted Launcher for Assorted Missiles - SLAM;
SLAM F - Fires a fire-based missile.
SLAM G - Fires a guided piercing missile. Less damage, but can't miss.
SLAM P - Fires an armour-shredding missile. Expensive, but lowers enemy armour.
Emergency Shielding; Restores 50% Shield.
Core Push - Boosts all stats for 2 turns. Free to use, Free Action. Consumes 10 glow each turn for 4 turns (2 during, 2 after), and if there isn't enough Glow, consumes HP instead.
Mio starts with;
Zipper Arm Cannon
Energy-based gun. Not very powerful, but low-cost, to the point where users will usually replace the gun instead of fixing it should it break, which is likely. Skills;
Double Tap and Charge Shot.
In the Lab annex, she finds;
Shredder Rifle
A common but brutal assault rifle employed mostly by security aboard environmentally-sealed facilities, where hull breaches would spell disaster. As a result, the ammunition the gun forms from its internal ammo feeding block is shaped in such a way to be useless against fortified targets, but savage against organic materials.
Penalty against Armour, but big damage against targets with 0 or less armour. Skills;
Burst Shot, Smart Link, Aimed Shot
In the Armory, she can find;
ONI-TECH 'Torch Club' Kanobo;
A gigantic kanobo club covered in blowtorch-like vents that eject and focus plasma into small 'spikes'. On-site for testing the usefulness of a particularly tentacle monster byproduct as plasma fuel. Result; promising! Skills;
Skullcrush, Homerun, Flare, Rocket Swing
and...
Gorav Multicannon
On-site for major emergencies, but no one got to it in time. The Gorav Multicannon is named after an alien species' ancient god of war, and it shows. The Gorav is not only a high-powered heavy autocannon, but also a flamethrower AND beam rifle! Skills;
Explosive Round, Flamethrower, Incineration Cannon, Ammunition Dump
--
Mio can also find an Armour upgrade in the Armory.
Duravest;
An all-purpose torso armour vest with thick padding to protect against physical and elemental sources of damage. Simple, but popular.
--
Double Tap -- Fires twice, at -2/-4 accuracy. 20 Flow.
Charge Shot -- Skip a turn, then fire a powerful blast at 1.5* damage and accuracy. 50 Flow.
Burst Shot -- Fires three times, at -1/-3/-5 accuracy. 30 Flow.
Smart Link -- Activates Smart Link, boosting accuracy for 2 turns. Free Action. 50 Flow.
Aimed Shot -- A basic attack with +2 accuracy. 30 Flow.
Skullcrush -- A savage attack which can lower enemy armour. 40 Flow.
Homerun -- A mighty swing which deals 1.5* damage at -2 accuracy. 50 Flow.
Flare -- A fire-based Tier 2 attack. 60 Flow.
Rocket Swing -- A mega-powerful swing which deals double damage and 1.5* accuracy. 100 Flow.
Explosive Round -- An explosive blast. Expensive, but no downsides. 1.5* damage. 60 Flow.
Flamethrower -- A fire-based Tier 1 attack. 40 Flow.
Incineration Cannon -- A fire-based Tier 2 attack with an accuracy boost. 70 Flow.
Ammunition Dump -- FIRE EVERYTHING. Massive damage and accuracy, but inflicts 1/3rd damage to self. 100 Flow.
--
4 bosses (1 optional), 2 generic and repeating enemies with a shared bad end.
Generic
Glob -- An amorphous mass of skin-tingling intelligent goop.
Lurching Swarm -- A generic blob of tentacles, emerging from a nearby vent.
If defeated by either, M10 reboots embedded in a hive. She stuggles, damaging it slightly as it starts to fuck her. She watches as it milks a trapped scientist, which the hive uses to heal itself, cementing the futility of her attempts to break free.
Bosses;
Break Room -- Gulper -- A slathering maw-tipped tentacle of massive girth which bursts from the ceiling as M10 picks up the keycard, finding it to be oddly sticky. On loss, swallows her head, tentacles wrap around her and drag her up to the hips, starts fucking her, then fully swallows her. Bad end culminates in it spitting out her current weapon, armour, and the keycard.
Lab 2 -- Fat, Ugly Monster -- FUM -- Resembling a cross between a slug and a man, it has a thick, rubbery hide and impressive weight. Is found fucking a scientist in a slamming mating press, who has the card M10 needs. On loss, it does the same thing to her, fucking her atop the scientist as it fuses back into the wall, aided by the scientist hugging M10 tightly as it fucks them both.
Sled Launcher -- Travesty -- A tall, surprisingly muscular tyrant, with powerful arms and a number of tentacles upon its back. Upon loss, grabs M10, strips her, and fucks her standing up, using her like an onahole whilst its tentacles coil around and fuck her other holes. Bad end culminates with a time skip, showing that it's smart enough to get a well-fucked M10 to fix the Sled, before boarding it with her to ambush the crew awaiting the arrival of the goods...
Optional boss for good end in Sled Maintenance -- Fused Scientist. The head scientist for the facility has been fused with a symbiotic tentacle monster, obscuring the top of her head with a single, unblinking eye. If it defeats M10, it fucks her, but then seems to wither and dissolve off of the Scientist... she swiftly realizes it's parasitizing her instead, and loses control of her body. Bad end culminates in an infested Mio fucking a security guard at the recovery site for the Sled, implying a major outbreak.
--------
Ghostly pale skin, light pink eyes with a gentle glow to them. Face is framed by a berry-purple helmet, which consists of a sensor-suite singular horn jutting from a sculpted flat 'cap', which gives way to a face-framing curtain 'bob' with pleated grooves mimicking the waves of hair. The horn's a further nod to the Oni-like way Brassy played Mio whenever they were testing things, haha.
Her colour scheme from there is pastel berry pinks and purples. More obviously synthetic arms and legs with a shielding pauldron upon the right shoulder, bare left, and bucklers on the elbows - meanwhile, her legs have slender but pronounced armoured 'boots', with curved armour around the thighs. Her torso is more realistic, but has a notable seam running down the center from neck to groin, front and back, and her face has two lines which run through down from her scalp, through her eyes and divide each cheek as they terminate at her jawline.
Her build is somewhat petite. She has a deadpan resting face, with subtle markings from frowning, which indicates that - along with having something of an attitude problem - she is a particularly successful Mercanoid, having had enough active duty to be able to create those creases in her synth-skin.
------------
Bearslug - A large slug monster with tentacle 'feet' capable of extending in order to completely envelop a partner, after bodyslamming atop of them.
Infiltrate, Incarcerate, Impregnate, Proliferate (I3P) - A weaponzied tentacle monster with a mass of tentacles for a lower body, and a large humanoid torso with four arms, no visible head to speak of. It grows from a tiny 'seed' with a condensed nutritional capsule triggered to release remotely, quickly achieves this size, and then captures up to three compatible subjects before burrowing underground to use them to create a hive, whereupon its offspring will do the same. Likely the cause of the incident. Located on a mock battlefield facility.
Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<if $fantasize is 0>><<set $Player_class to "Garden Flower">><</if>>The Gulper's movements are too unpredictable, its hide too rubbery. With a shower of fuchsia sparks from her shoulder, Mio shows off some of her capacity for emotive expression with clenched teeth and unevenly winced-shut eyes, their dimming glow shifting to the side as she surveys the exit. There's nothing else for it - as the Gulper pulls its outwardly-fanged maw free from a shattered break-room table - showering the Synthetic in shards of plastic - she turns on her heel with a scrape against the metal-tiled floor and breaks into a run that sends her new keycard bouncing wildly against her chest upon its lanyard. She runs for the lights of the corridor beyond the gloom of the breakroom, filling her field of vision wider and wider... before a shadow falls across her window to freedom.
<span style="color:#E5CEF3">"Ghh!!-- Damnit!!"</span>
She just barely has enough time to bring her arms up, hands catching onto the flexible ring of the Gulper's strange, alien mouth as it drops around her, each palm nestled between the blunted fangs that perimeter it in an uneven pattern. It's a stalemate as she holds the flexible hose-like ring just at bay, blocking her vision - a view of bright freedom now filtered through the membranous flesh of the voracious monster as it fights against her mechanical power to inch further down her head like a slowly collapsing umbrella. At once, drool as thick as syrup runs down her quaking arms, feet scraping against the floor as the monster pushes down against her with hydraulic force.
Clenching her teeth harder than ever with a look of sheer determination etched across her visage, Mio braces her legs as steam vents out from emergency valves to the outer side of each knee and from just beneath the curve of her hips. For a moment, this burst of limiter-surpassing strength sees the Gulper - lowered all the way down past her nose and beginning to close - lifted back up with a gurgling shriek!... but those limiters exist for a reason. Another shower of sparks jettisons from Mio's elbow opposite to the earlier shoulder, and the syrup coating her arms isn't just for show. Combined with the fine-slicked hairs that coat the Gulper's maw... Mio's hands slip outwards as red warning lights flash across her eyes.
<span style="color:#E5CEF3">"NooMMPGH!!--"</span>
Mio's legs flail like a poorly-controlled puppet as they swing out of the door and into the corridor before she pendulums back into the breakroom gloom with a sickening squelch as the Gulper lurches a few feet back up to the ceiling, cloaked by the steam shunted from Mio's overworked legs. The red glow of her eyes is still just barely visible through the bruise-purple flesh now vacuum-packed around her head, so tight that it captures the bulge of her horn, the edges of her cap, the stiff shape of her 'hair'... and her startled facial expression, two glowing red splotches slowly turning back to their usual gentle pink glow as the warning subsides.
After all, it's only monitoring the stress on her limbs. It isn't equipped for recognizing that a tentacle monster has swallowed her up to her waist.
No way to recognize what has her arms pinned tightly to her sides by a ring of organic muscle tight enough to make the exposed metal of her elbows creak, further lubricating her dangling, kicking lower half with that diabolical drool, great flecks of it dripping down to the floor or being kicked in spray patterns up above the doorway beneath her.
No way to comprehend the peril as it conforms to Mio's trapped body, the freak as tightly wrapped around the swell of her chest as it is around her face, a fleshy probe shoved past and stretching her lips wide to further silence her as long, tubular bulges like veins across a tensing arm begin to squeeze and travel across and between her trapped breasts.
Not equipped to detect any of the chemical substances contained in that colourless syrup running down and being massaged into what portions of her body are cloaked in synth-skin which, alone, would have significant and exciting effects upon the body... even a mostly artificial one like Mio's, albeit numbed. Combined? Her hips squirm, her arms flex against the maw slowly sliding further down them, and her trapped, shadow-painted face distorts as panic is mixed with confusion from the sensations coursing through her vat-grown synthetic brain, coaxing a rumbling, pleased growl from the alien slurping her up to vibrate through the flesh all around her.
These suites would be the mark of a far more expensive Synthetic.
Mio is disposable.
And, evidently, delicious.
As if to confirm this, the already vacuum-tight seal around her body tightens yet further still - in reality, a direct response to her continued squirming and struggling, the Synthetic still desperately trying to wriggle free of the avaricious attic-dweller. Tighter, tighter, tighter still... compressing her chest and the internal tentacles groping it, conforming to the stylish contours of her hairstyled helmet... casting her aggravated face into gallery-worthy picture perfection. The Gulper does not know the limits of the organic body - let alone that the body it has captured is not organic - and thus squeezes slowly, a ramping up of pressure that holds in place once it finds the sweet spot that makes Mio's struggles die down to mere twitches. She's stuck inside the thing; she knows first-hand that it can squeeze hard enough to mulch her into scrap unless she cooperates.
Her obedience, unfortunately, earns her an unwelcome reward; the ring of the Gulper's maw relaxes for a second... but she doesn't slip back out, despite how well lubricated she is. More tight rings of muscle have been slipped around her ribs and neck, not to mention the phallic mass stuffed deeply into her right cheek, pulsing against her tongue, injecting yet another compound of erotic chemicals directly into her body as the creature's lips smack down upon her thighs and it reels back up another few feet to the hanging forest of gently squirming feminine bulges up above.
The only things that separate Mio from being identical in appearance to the other dozen or so captured figures are her kicking, twitching feet, about 4 feet of elevation, and the soft pink glow that almost illuminates her face through the Gulper's slick, water-flora like hide.
Somehow, through the crushing pressure that keeps her immobilized, the tendrils around her breasts still manage to squirm and squeeze. She surmises that their movement derives from internal movements through tough skin, like a worm moving through a pipe. They're joined by yet more, probing at the exposed machinery of her pinned arms, curling and hugging around her hips... one even coils around her helmet and condescendingly pats her on the head, before wrapping around her sensor horn in a possessive grip.
<span style="color:#E5CEF3">"Nnngh!..."</span>
It's a tiny noise of defiance. One lost above the squelching, groaning noise of the Gulper slowly swallowing her further. One lost among the noise of the hanging garden of Gulpers, themselves mitigating the groans of their drugged, impregnated hosts - membraneous bodies so tightly wrapped around the curves of their figures... head, shoulders, chest, gravid bellies, hips, thighs, and calves, with some variation in the position of the arms - behind their backs, or pinned to their sides.
Each and every one of them, bar Mio's - for now - tight enough around the head to etch every last detail of their blissed-out faces to the gloom surrounding them, expressions frozen from the pressure bearing down upon them, like stone masks of the deceased, betrayed only by the occasional orgasmic twitch powerful enough to make their jailor dance among its hanging fellows.
<i>Schlllrp.</i> Mio is swallowed up to her knees, legs stuck tightly to one another, consumed right to the apex of her armoured boots. <i>SChllllup.</i> With internal tentacles staking claim to each and every part of her captured body, the maw undulates down her boots, the slime thick and dripping in heavy, heated, steaming splatters down to the ground below, a few of those tentacles coiling out around her feet as they bravely venture beyond the protection of the Gulper's mouth. <i>Schllllllllllk...</i> the reason becomes swiftly apparent; Mio now matches the average height of her fellow captives, head about a foot away from the fleshy, root-like base of the Gulper's clinging body. Then nine inches. Then half a foot, as the tentacles pull her in the last little bit of the way, before...
<i>Schlickikik.</i> With her body completely pulled inside, the Gulper's outwards-facing fangs tilt inwards, and the muscled ring of its lips tightens to allow those seemingly randomly-placed fangs to knit and weave together, forming an air-tight, water-tight seal... a seal on Mio's fate, that is. She can squirm, she can struggle, but nothing she can do is going to get her out of the monster's grasp, now.
She belongs to it.
Now it's time to prove it to her.
<span style="color:#E5CEF3">"Gmmph-??"</span> Mio exclaims, the glowing pink patches created by her eyes now the only thing that differentiates her from any of the other captured figures which flank her... that, and the trim flatness of her stomach by comparison. The noise is coaxed from her by the tentacle that had been sat comfortably in her cheek finally probing deeper, now that the Gulper has totally secured the squirmy Synthetic's body. Free to do as it pleases with her, it does just that; Mio does not gag in the traditional sense, but the displeased grumble she makes, distorted by the fat length pushing down into her throat... well, it's as close as makes no difference. Doubly so when it suddenly pulls out back into her mouth, only to slam back inside all the deeper, a fleshy bulb nuzzling against her taut lips.
The base of the tendril plunging into her gullet is equipped with flat, muscular 'arms' akin to those of a deep-sea octopus, wrapping around the lower half of her head like the straps of a secure mask... covering her nose to supply her with oxygen, an entirely wasted but sensible gesture. All it serves to do is to further muffle her grunting cries, which is a shame for fans of grunting cries; the one she lets loose as a tentacle twice as thick as the one in her mouth slams up into her cunt is one for the ages, accompanied by the glow of her eyes piercing brighter through the flesh blindfolding them in a sudden flare.
She can hardly be blamed - throughout her slow consumption, the cocktail of chemicals secreted by the Gulper has been wreaking havoc on her body. Mio may be a machine, but even machines these days have taken advantage of the cheap and reliable nature of vat-grown parts. As aforementioned, her brain is one such major example - part mechanical, part biomechanical. Enough to make the merest touch of her captor send shivers through synthetic veins and whirring servos alike, and this is anything but a mere touch. Her sudden struggling makes the Gulper instinctively clamp down around her again, hugging her so tightly that the obscene bulge in her durable belly shines proudly through the taut hide around her trapped belly.
The first thrust is to test capacity. Mio has finally achieved an A grade in something... but now to put the test into practice. The bulge slowly but surely recedes... and then Mio's shrink-wrapped form sends the Gulper wobbling violently with her suddenly hip-lunging squirming, the pink lights of her eyes flashing and tinting towards red from brief alarm bells as her belly bulges out again, the monster swinging until it stabilizes itself by tightening up around its prisoner with an organic, leather-like <i>creak.</i>
It's a startlingly loud noise which serves to draw attention to the lack of a yell, muffled or otherwise, from Mio. Her throat is too well-plugged for that, now - the tentacle in her throat no longer pulling back out of her throat with each thrust.
Pulled this tight, the lights of her panic-flashed eyes are made all the more visible, all the brighter. A light-show for an audience of none - of captive scientists unable to see it, and Gulpers incapable of perceiving it. Yet her eyes flash, blink and strobe all the same as the monster made to pleasure does just that; on its terms, not hers. Slamming up into her synthetic fuckhole again and again, unaware of her inorganic nature and entirely uncaring; to the Gulper, fuckable meat is fuckable meat and a potential mother, a potential mother.
The sudden rude arrival of a thick, gelatinous egg at her taut-stretched netherlips threatens to remove the word 'potential' from the equation entirely... and then makes good on that threat. Finally, a careful ear pressed right to the Gulper's pulsing, clenching body might be able to hear the distorted whimpering of the android as the first egg pushes, pushes!... and then deforms into more of an oval under the pressure, slipping inside her and springing back nice and round as it surges up her well-pummelled tunnel and spews free into the nurturing chamber beyond.
Mio is barely even able to tremble as the Gulper's all-encompassing 'hug' clenches tightly around her with each softball-sized egg pushed into her body, stomach beginning to round out from eggs and the thick breeding gunk they float in alike. The tentacle around her horn squeezes in what can only be described as an affectionate manner, curling back to pat her flat-capped head again, a fresh, intense dose of the chemicals malfunctioning her mind blasted straight down her throat by the tentacle fucking it; a host's only source of nourishment loaded with pacification.
Six. Seven. <i>'Eight--'</i> Nine. Ten... Thirteen, Sixteen, <i>'Twen--twenty--'</i>
<i>Schlk.</i> Twenty Six eggs, a record - perhaps not galactic, but certainly enough to make this Gulper the pride of the Garden - the collective noun of Cavern-Vines, that is. More than enough to fill the alien monster with pride, joy, and affection for its well-fucked and thoroughly pacified catch... a state judged by the slow but steady way the tell-tale lights of Mio's eyes crawl upwards, eyes rolling as the Gulper, now internally filled up to Mio's neck with a mixture of fluids created by or spilt out of her, sends that tide surging up above her head by tightening one last time.
The swell of her well-stuffed, plugged belly. The undulating massage of her chest. And the perfect, bliss-stricken expression on her doll-like face, now frozen like all her fellow inmates... it's a perfect silhouette of a pregnant female form, minus the mechanical indentations of her limbs - nothing to be done about that - and the bulk of her weapon, and that pilfered keycard.
Those, the Gulper can deal with.
<b>PT-CHO!... -Splat-.</b>
Mio's gear clatters to the ground, noise muffled by the grotesque gel-like slime coating it... before the sodden lanyard lands atop it, left to lie just in front of the door, one final taunt to Mio of how close she was to freedom.
<span style="color:#E5CEF3">"Mmmmrph...~"</span> she whimpers, the once-pink lights flashing a soft, baby blue as her mind completely fragments. A taunt unseen, and now, impossible to even comprehend - the prettiest flower in the Garden.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>>On Encounter start;
Record current passage (room) via the use of <<set $interrupted_page = passage()>> before moving the player!
Combat Mode Activate -- a passage that sets a bunch of combat-related variables up, and disables use of the compass arrows. Potential idea; A gently flashing 'WARNING' Gif to lay over the map?
finally, move to the Intro passage of the enemy in question - be it a set encounter, or a randomized one. This will introduce the arrival of the enemy, and set the $enemy stats to the appropriate values. We then include a continue link at the end that brings us to...
---
Player Turn. Player turn resets any generic Bonus integers - one-turn accuracy boosts/penalties, etc for special attacks - and then displays;
the player's combat options
any status effects they're suffering from
any status effects the enemy is suffering from
and a randomized mini blurb of the enemy's presence, usually 3 entries.
Player moves are;
Attack - generic attack using the equipped weapon.
Special Attack - moves to the special attack menu, populated by Includes of different special attack boolean checks - first class, then weapon, then learned/gained/perk. Further flow handled by these attacks.
Defend, skips turn to boost defence by 5. adjust, then Enemy Turn.
Examine, get extra info on the enemy. Does not end turn. Link to player examine.
Surrender - throws a confirmation dialog. If yes, player automatically loses fight with no health or focus loss, unless the loss scene changes that. Link to Enemy Turn after setting surrender to yes.
Spare - If Enemy Morale is at 0, can spare them to end fight. Otherwise, wastes turn.
Flee - player attempts to run from the fight. Link to Flee passage.
An attack, or any action that advances the turn, needs to run;
Player Modifiers Hit (on a hit),
then
Enemy Status Effects Start Turn, which checks for enemy status effects that might interrupt a turn before advancing or skipping it.
A player attack consists of the following;
-- Subtract Flow and/or Glow and/or whatever as required.
-- Set the round-temporary special ability bonuses and penalties.
-- I think we can skip the damage range calculations on this one, cuz I should be able to set the dice rolls as a variable. UPDATE; nope lmao
-- Likewise, the Main or Sub check. Subweapon special attacks are unique anyway.
-- Set player attack modifier and damage type, and their attack type (Forceful, Agile, Tricky), based on Weapon.
-- Run a base attack calculation; set _dice to 1d20, apply result to player accuracy, modify accuracy and dice (for crits) as needed. Then determine the base damage, utilizing all appropriate modifiers. This includes the Enemy Armour calculation, and a check of the player's element versus the enemy's resistances. Finally, determine the enemy's dodge, set player Damage to 1 if it's below 1, and finally set player success; 0 on a dice 1, 2 on a dice 20, 1 on accuracy > enemy dodge, and 0 again on accuracy < enemy dodge. This is all in one nest of Includes.
-- Print the windup of the attack/special attack.
-- If statement for Miss, Hit, and Crit, with the message changing for each, of course. For Hit and Crit, run Player Modifiers Hit. For Miss, run Player Modifiers Always (Hit will include Always at the end for some micro optimization, and this whole bit is a copy-paste template anyway.)
-- Player Status Effects End Turn. (poison, burn, etc)
-- Enemy Status Effects Begin Turn. (paralyze, frozen, etc)
--/ Technically, I could toss Enemy Status Effects Begin Turn onto the end of Player Modifiers Always, for some more micro-optimization.
Status Effects roll to overcome, and are then reduced by 1. Failure for some result in skipping straight to Enemy Status Effects End Turn (or vice versa to player), whereas success/others move to Enemy Turn.
Enemy Turn performs some cleanup actions, like Cooldown tracking, and then checks to see which enemy is being fought (by their name), before calling an Include for that enemy's Loss Check.
The Loss Check checks if the player has won. If not, it checks if the player has lost. If not, it calls that Enemy's Attack script.
Enemy Attacks are highly customizable. They might be random, they might go in a pattern, they might go in a pattern WITH randomization thrown in, or even have phase changes.
The process outlined above for Player attacks runs in vice versa for Enemy attacks, which culminates in Player Status Effects Begin Turn... and the loop is complete, as this either skips player turn or moves us right along to Enemy Turn again. Don't worry - we've set a simple variable which tells us which side's turn it is, and this is checked at the end of every Loss Check;
if (Enemy.alive = "True") {
if (player.turn = 0) {
Slime Blob Attacks
}
else if (player.turn = 1) {
Player Status Effects Start Turn
}
}
Thus, the loop completes!<<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $encounter_mercy to 3>>
<<set $Enemy_surrender = 0>>
<<set $Player_surrender = 0>>
<<set $Player_combat = 1>>
<<set $Player_flow = $Player_flowbase>>
<<set $Player_flow = $Player_flowbase + $Player_flow_level>>
<<if $Player_perk_raging_river === 1>><<set $Player_flow = $Player_flow + 10>><</if>>
<<set $Player_shield = $Player_shield_max>>
<<if $Player_combat_testing === "yes">>
<<set $Player_hp = 99999>>
<<set $Player_hp_max = 99999>>
<<set $Player_flow = 99999>>
<<set $Player_flow_max = 99999>>
<<set $Player_glow = 99999>>
<<set $Player_glow_max = 99999>>
<<set $Player_focus = 99999>>
<<set $Player_focus_max = 99999>>
<<set $Player_morale = 100>>
<</if>>
<<set $weather_active to 0>>
<<set $Enemy_Script_1 to 1>>
<<set $Enemy_Script_2 to 1>>
<<set $Enemy_Script_3 to 1>>
<<set $Enemy_Script_4 to 1>>
<<set $Enemy_Script_5 to 1>>
<<set $Enemy_Script_6 to 1>>
<<set $Enemy_Script_7 to 1>>
<<set $Enemy_Script_8 to 1>>
<<set $Enemy_Script_9 to 1>>
<<set $Enemy_Script_10 to 1>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Grapple_Loss to "na">>
<<set $Grapple_Stage to 0>>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Escape to 0>>
<<set $Player_surprise_move to 1>>
<<set $Grapple_Loss to "na">>
<</nobr>><<button [[↑->Zandra's Tower Top Lef]]>><</button>>
<<button [[↓->Zandra's Tower Bottom Lef]]>><</button>>
↑
@@#up;[img[https://i.imgur.com/0umtJos.png][Zandra's Tower Bottom]]@@
<<set $variable to settingthing>>
<<if $tile_up isnot "no">>@@#up;[img[https://i.imgur.com/0umtJos.png][$tile_up]]@@<<else>><img src="https://i.imgur.com/I6SRDAX.png"><</if>>
<<if $tile_left isnot "no">><<link [img["https://i.imgur.com/zKUZmEJ.png"][$tile_left]]>><</link>><<else>><img src="https://i.imgur.com/ZOu2D3h.png"><</if>><<if $tile_down isnot "no">><<link [img["https://i.imgur.com/593R7oY.png"][$tile_down]]>><</link>><<else>><img src="https://i.imgur.com/Jzf9f3u.png"><</if>><<if $tile_right isnot "no">><<link [img["https://i.imgur.com/4cXsRCs.png"][$tile_right]]>><</link>><<else>><img src="https://i.imgur.com/iYv4i2t.png"><</if>>
// Begin Inventory Macros
// Original macros by F2Andy: http://strugglingwithtwine.blogspot.ca/2014/03/handling-inventory.html
//
// Instructions:
//
// 1. In a passage, check if there's an item in the inventory...
// ...if not, give the user the option to link to a passage that adds it to inventory:
// <<if $inventory.indexOf("An Unsigned Note") == -1>>There is a note here. [[Pick up the note.]]<<endif>>
//
// 2. In a passage, check if there's an item in the inventory..
// ...if so, give the user a choice to progress to a new passage:
// <<if $inventory.indexOf("The Golden Key") != -1>>[[Unlock the door.]]<<endif>>
//
// 3. To add an "Inventory" link in your sidebar menu, create a passage named "StoryMenu".
// In it, create a link to your inventory's passage: [[Inventory]] or [[Backpack]], for example.
// Create a passage named "Inventory", and in it, write something like the following:
// <<if $inventory.length == 0>>You are not carrying anything.<<else>>You are carrying:
// <<invWithLinks>> <<endif>>
// <<back>>
// A helper function for the following macros.
window.getInv = function() {
return state.active.variables.inventory;
}
// Starts your inventory. You need to call this once at the start of your game in order to make the inventory work.
// Usage: Place <<initInv>> in your StoryInit passage. Don't have a StoryInit passage? Make one.
macros.initInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = [];
}
};
// Add an item to your inventory:
// Usage: <<addToInv rock>> or <<addToInv "a smooth rock">>
macros.addToInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
if (state.active.variables.inventory.indexOf(params[0]) == -1) {
state.active.variables.inventory.push(params[0]);
}
}
};
// Removes an item from your inventory
// Usage: <<removeFromInv rock>> or <<removeFromInv "a smooth rock">>
macros.removeFromInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
var index = state.active.variables.inventory.indexOf(params[0]);
if (index != -1) {
state.active.variables.inventory.splice(index, 1);
}
}
};
// Display the inventory as a list: Rock, Paper, Scissors
// This can go in any passage, but the best spot would be your [[Inventory]] passage.
// Usage: <<inv>>
macros.inv = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, state.active.variables.inventory.join(','));
}
}
};
// Display the inventory as a series of links to passages with the same names.
// This can go in any passage, but the best spot would be your [[Inventory]] passage.
// Usage: <<invWithLinks>>
// If those passages don't exist, the links will be broken.
// There is a line break after every item in the inventory.
macros.invWithLinks = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, '[[' + state.active.variables.inventory.join(']] <<print $pig_amount>> <br>[[') + ']]');
}
}
};
// Empty the inventory entirely.
// Note: This is not like "dropping" an object; they are not added to the current room/passage. It just erases them all entirely.
// Usage: <<emptyInv>>
macros.emptyInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = []
}
};
// End Inventory Macros<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "pageNameHere">>
Whenever adjusting $Player_shield_max, set $Fake_shield_max to $Player_shield_max + 0.0001
<<set $Player_basic_attack_taunts = [ "", "", "" ]>>
<<elseif $Player_weapon_main_archetype is "placeholder">>
<<set $Player_attack_taunts = [ "" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<set $Player_dice to dice('1d20')>>
<<link 'Pick up a Zipper Arm Cannon.'>>
<<set $I_W_Temp to "https://i.imgur.com/qLagmnQ.png">>
<<set $I_W_D_Temp to "Zipper Arm Cannon">>
<<set $I_W_T_Temp to "Zipper Arm Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Zipper_Arm_Cannon_Position to $I_W_P>>
<</if>>
<</link>>
‘ <---- this turns into a ', to be used when i need one in a string<div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio's sensors blaze in half a dozen different ways at once! An ominous gurgling, the rapid approach of displaced heat and organic life signs... and a distinct rumbling from below. The evasive action comes swiftly - a quick blast from the soles of her armoured feet sends her into a quick backstep, sparks flying from the tiles upon which the metal scrapes. A split second later and she might have found herself glued to the ceiling; the floor tile before her erupts in a geyser of translucent purple muck, filtering the flickering facility lights beyond it through a veil of violet as the shapeless mass slaps wetly to the ground like an impassable barricade, wall-to-wall. Having well-secured her attention, the small grooved sphere within the dark recesses of the living slime begins to swirl, the rippling sludge pulling inwards to form a loose 'pile' before Mio's eyes, rudimentary tentacles forming in every direction upon its body. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The Slipperiest Slope...
<span style="color:#baa2fc">The Glob!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Glob">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 40>>
<<set $Enemy_hp = 40>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "Glob">>
<<set $Enemy_Article = "The Glob">>
<<set $Enemy_article = "the Glob">>
<<set $Enemy_class = "Aggravated Amoeba">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Glob_Experience is 0>>
<<set $Player_Glob_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Average">>
<<set $Enemy_agility_rating to "Sluggish">>
<<set $Enemy_wits_rating to "Dim">>
<<set $Enemy_toughness_rating to "Durable">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Sluggish(?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<if $Player_charging is 0 and $Player_charging_finished is 0>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>><<if $Player_disabled lte 0>>@@#a;[[Attack->Combat Basic Attack]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with the currently equipped main weapon (if any).<<else>><s>Attack</s> -- Can't perform Basic Attacks whilst Disabled!<</if>>
<<if $Player_silenced lte 0>>@@#s;[[Special Attacks->Combat Special Attack Menu]]@@ <span style="color:#AB92D3">(<b>S</b>)</span> -- Open the Special Attacks menu to access Weapon, Class and Learned moves.<<else>><s>Special Attack</s> -- Can't perform Special Attacks whilst Silenced!<</if>>
<<if $Player_context_move > 0>>@@#c;[[Context Moves->Combat Context Moves Menu]]@@ <span style="color:#AB92D3">(<b>C</b>)</span> -- Perform actions contextual to this fight.<<else>><s>Context Moves</s> -- No Context Moves are applicable to this fight.<</if>>
<<if $Player_surprise_move is 1 and $Player_surprise_moves_known gte 1>>@@#u;[[Surprise Moves->Combat Surprise Move Menu]]@@ <span style="color:#AB92D3">(<b>U</b>)</span> -- Perform a powerful, once-per-fight move.<<else>><s>Surprise Moves</s> -- Either a Surprise Move has already been used, or none are learned!<</if>>
@@#d;[[Defend->Combat Defend]]@@ <span style="color:#AB92D3">(<b>D</b>)</span> -- End the turn immediately with a high defence boost.
@@#e;[[Examine->Combat Examine]]@@ <span style="color:#AB92D3">(<b>E</b>)</span> -- Examine the enemy more closely, as a Free Action.
<<if $Enemy_morale lte 0>>@@#p;[[Spare->Combat Spare]]@@ <span style="color:#AB92D3">(<b>P</b>)</span> -- End the combat peacefully.@@<<else>><s>Spare</s> -- The enemy still has Morale remaining!<</if>>
[[Surrender->Combat Surrender]] -- Immediately lose this fight without taking further combat damage. Requires confirmation.
<<if $Player_glued lte 0>>@@#f;[[Flee->Combat Flee]]@@ <span style="color:#AB92D3">(<b>F</b>)</span> -- Attempt to escape! Gets easier with every attempt!<<else>><s>Flee</s> -- Can't attempt to flee whilst Glued!<</if>>
<<include "Player Turn Taunt Blurbs">>
<<if $Player_offence_pod > 0>>$Player_alias has an active Offence Pod! It will remain active for $Player_offence_pod more turns.
<</if>><<if $Player_nurse_pod > 0>>$Player_alias has an active Nurse Pod! It will remain active for $Player_nurse_pod more turns.
<</if>><<if $Player_regen > 0>>$Player_alias has active regen! It will remain in effect for $Player_regen more turns.
<</if>><<if $Player_poisoned > 0>>$Player_alias is poisoned! It should wear off in $Player_poisoned more turns.
<</if>><<if $Player_burned > 0>>$Player_alias is burning! It should wear off in $Player_burned more turns.
<</if>><<if $Player_bleeding > 0>>$Player_alias is bleeding! It should wear off in $Player_bleeding more turns.
<</if>><<if $Player_drained > 0>>$Player_alias is drained! It should wear off in $Player_drained more turns.
<</if>><<if $Player_charmed > 0>>$Player_alias is charmed! It should wear off in $Player_charmed more turns.
<</if>><<if $Player_silenced > 0>>$Player_alias is silenced! It should wear off in $Player_silenced more turns.
<</if>><<if $Player_glued > 0>>$Player_alias is glued! It should wear off in $Player_glued more turns.
<</if>><<if $Player_disabled > 0>>$Player_alias is disabled! It should wear off in $Player_disabled more turns.
<</if>><<if $Player_blinded > 0>>$Player_alias is blinded! It should wear off in $Player_blinded more turns.
<</if>><<if $Player_soft > 0>>$Player_alias is softened! It should wear off in $Player_soft more turns.
<</if>><<if $Player_cursed > 0>>$Player_alias is cursed! It should wear off in $Player_cursed more turns.
<</if>><<if $Player_chilled > 0>>$Player_alias is chilled! It should wear off in $Player_chilled more turns.
<</if>><<if $Player_clot > 0>>$Player_alias is clotted! It should wear off in $Player_clot more turns.
<</if>><<if $Player_oiled > 0>>$Player_alias is oiled! It should wear off in $Player_oiled more turns.
<</if>><<if $Player_soaked > 0>>$Player_alias is soaked! It should wear off in $Player_soaked more turns.
<</if>><<if $Player_infirm > 0>>$Player_alias is infirm! It should wear off in $Player_infirm more turns.
<</if>><<if $Player_concussed > 0>>$Player_alias is concussed! It should wear off in $Player_concussed more turns.
<</if>><<if $Player_choking > 0>>$Player_alias is choking! It should wear off in $Player_choking more turns.
<</if>><<if $Player_drowning > 0>>$Player_alias is drowning! It should wear off in $Player_drowning more turns.
<</if>><<if $Player_bogged_down > 0>>$Player_alias is bogged down! It should wear off in $Player_bogged_down more turns.
<</if>><<if $Player_paralyzed > 0>>$Player_alias is paralyzed! It should wear off in $Player_paralyzed more turns.
<</if>><<if $Player_confused > 0>>$Player_alias is confused! It should wear off in $Player_confused more turns.
<</if>><<if $Player_petrified > 0>>$Player_alias is petrified! It should wear off in $Player_petrified more turns.
<</if>><<if $Player_frozen > 0>>$Player_alias is frozen! It should wear off in $Player_frozen more turns.
<</if>>
<<if $Enemy_offence_pod > 0>>$Enemy_Article has an active Offence Pod! It will remain active for $Enemy_offence_pod more turns.
<</if>><<if $Enemy_nurse_pod > 0>>$Enemy_Article has an active Nurse Pod! It will remain active for $Enemy_nurse_pod more turns.
<</if>><<if $Enemy_regen > 0>>$Enemy_Article has active regen! It will remain in effect for $Enemy_regen more turns.
<</if>><<if $Enemy_poisoned > 0>>$Enemy_Article is poisoned! It should wear off in $Enemy_poisoned more turns.
<</if>><<if $Enemy_burned > 0>>$Enemy_Article is burning! It should wear off in $Enemy_burned more turns.
<</if>><<if $Enemy_bleeding > 0>>$Enemy_Article is bleeding! It should wear off in $Enemy_bleeding more turns.
<</if>><<if $Enemy_drained > 0>>$Enemy_Article is drained! It should wear off in $Enemy_drained more turns.
<</if>><<if $Enemy_charmed > 0>>$Enemy_Article is charmed! It should wear off in $Enemy_charmed more turns.
<</if>><<if $Enemy_silenced > 0>>$Enemy_Article is silenced! It should wear off in $Enemy_silenced more turns.
<</if>><<if $Enemy_glued > 0>>$Enemy_Article is glued! It should wear off in $Enemy_glued more turns.
<</if>><<if $Enemy_disabled > 0>>$Enemy_Article is disabled! It should wear off in $Enemy_disabled more turns.
<</if>><<if $Enemy_blinded > 0>>$Enemy_Article is blinded! It should wear off in $Enemy_blinded more turns.
<</if>><<if $Enemy_soft > 0>>$Enemy_Article is softened! It should wear off in $Enemy_soft more turns.
<</if>><<if $Enemy_cursed > 0>>$Enemy_Article is cursed! It should wear off in $Enemy_cursed more turns.
<</if>><<if $Enemy_chilled > 0>>$Enemy_Article is chilled! It should wear off in $Enemy_chilled more turns.
<</if>><<if $Enemy_clot > 0>>$Enemy_Article is clotted! It should wear off in $Enemy_clot more turns.
<</if>><<if $Enemy_oiled > 0>>$Enemy_Article is oiled! It should wear off in $Enemy_oiled more turns.
<</if>><<if $Enemy_soaked > 0>>$Enemy_Article is soaked! It should wear off in $Enemy_soaked more turns.
<</if>><<if $Enemy_infirm > 0>>$Enemy_Article is infirm! It should wear off in $Enemy_infirm more turns.
<</if>><<if $Enemy_concussed > 0>>$Enemy_Article is concussed! It should wear off in $Enemy_concussed more turns.
<</if>><<if $Enemy_choking > 0>>$Enemy_Article is choking! It should wear off in $Enemy_choking more turns.
<</if>><<if $Enemy_drowning > 0>>$Enemy_Article is drowning! It should wear off in $Enemy_drowning more turns.
<</if>><<if $Enemy_bogged_down > 0>>$Enemy_Article is bogged down! It should wear off in $Enemy_bogged_down more turns.
<</if>><<if $Enemy_paralyzed > 0>>$Enemy_Article is paralyzed! It should wear off in $Enemy_paralyzed more turns.
<</if>><<if $Enemy_confused > 0>>$Enemy_Article is confused! It should wear off in $Enemy_confused more turns.
<</if>><<if $Enemy_petrified > 0>>$Enemy_Article is petrified! It should wear off in $Enemy_petrified more turns.
<</if>><<if $Enemy_frozen > 0>>$Enemy_Article is frozen! It should wear off in $Enemy_frozen more turns.
<</if>> <</if>> <<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Player_turn to 1>>
<<set $encounter_mercy to 3>>
<<set $Enemy_surrender = 0>>
<<set $Player_surrender = 0>>
<<set $Player_combat = 0>>
<<set $Player_flow = 5 * $Player_wits_total + $Player_morale_flow + 5>>
<<set $Player_flow_level = 0>>
<<if $Player_perk_raging_river === "yes">><<set $Player_flow = $Player_flow + 10>><</if>>
<<set $Player_defend_defence = 0>>
<<set $Enemy_defend_defence = 0>>
<<set $Enemy_Threat_Assessment to "Not in Combat">>
<<set $Enemy_threat to 0>>
<<set $Enemy_threat_max to 10>>
<<set $Player_damage to 0>>
<<set $Player_damageroll to 0>>
<<set $Player_attack to 0>>
<<set $Player_concussion_severity to 0>>
<<set $Enemy_damage to 0>>
<<set $Player_element_effectiveness to 0>>
<<set $Enemy_element_effectiveness to 0>>
<<set $Player_healing to 0>>
<<set $Enemy_healing to 0>>
<<set $Player_alive = "false">>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "???">>
<<set $Enemy_alive = "true">>
<<set $Enemy_level = -1>>
<<set $Enemy_hp_max = 30>>
<<set $Enemy_hp = 30>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy = 2>>
<<set $Enemy_dodge = 2>>
<<set $Enemy_alias = "Glob">>
<<set $Enemy_Article = "The Glob">>
<<set $Enemy_article = "the Glob">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<set $Enemy_poisoned = 0>>
<<set $Enemy_burned = 0>>
<<set $Enemy_frozen = 0>>
<<set $Enemy_paralyzed = 0>>
<<set $Enemy_silenced = 0>>
<<set $Enemy_bleeding = 0>>
<<set $Enemy_confuses = 0>>
<<set $Enemy_petrified = 0>>
<<set $Enemy_blinded = 0>>
<<set $Enemy_soft = 0>>
<<set $Enemy_charmed = 0>>
<<set $Enemy_drained = 0>>
<<set $Enemy_disabled = 0>>
<<set $Enemy_cloted = 0>>
<<set $Enemy_cursed = 0>>
<<set $Enemy_oiled = 0>>
<<set $Enemy_chilled = 0>>
<<set $Enemy_infirm = 0>>
<<set $Enemy_glued = 0>>
<<set $Enemy_bogged_down = 0>>
<<set $Enemy_drowning = 0>>
<<set $Enemy_choking = 0>>
<<set $Enemy_concussed = 0>>
<<set $Enemy_offence_pod = 0>>
<<set $Enemy_nurse_pod = 0>>
<<set $Enemy_regen = 0>>
<<set $Enemy_poisoned_rounds = 0>>
<<set $Enemy_burned_rounds = 0>>
<<set $Enemy_bleeding_stacks = 0>>
<<set $Enemy_petrified_rounds = 0>>
<<set $Enemy_petrified_bonus = 0>>
<<set $Enemy_concussion_severity to 0>>
<<set $Player_poisoned_rounds = 0>>
<<set $Player_burned_rounds = 0>>
<<set $Player_bleeding_stacks = 0>>
<<set $Player_petrified_rounds = 0>>
<<set $Player_petrified_bonus = 0>>
<<set $Player_concussion_severity to 0>>
<<set $Enemy_strength_bonus = 0>>
<<set $Enemy_agility_bonus = 0>>
<<set $Enemy_wits_bonus = 0>>
<<set $Enemy_toughness_bonus = 0>>
<<set $Player_strength_bonus = 0>>
<<set $Player_agility_bonus = 0>>
<<set $Player_wits_bonus = 0>>
<<set $Player_toughness_bonus = 0>>
<<set $Player_dice = 0>>
<<set $Player_dice2 = 0>>
<<set $Player_dice3 = 0>>
<<set $Player_temp = 0>>
<<set $Player_temp2 = 0>>
<<set $Player_temp3 = 0>>
<<set $Player_dodge = 0>>
<<set $Player_dodgeroll = 0>>
<<set $Enemy_dice = 0>>
<<set $Enemy_dice2 = 0>>
<<set $Enemy_dice3 = 0>>
<<set $Enemy_temp = 0>>
<<set $Enemy_temp2 = 0>>
<<set $Enemy_temp3 = 0>>
<<set $Enemy_dodge = 0>>
<<set $Enemy_dodgeroll = 0>>
<<set $Player_weapon_main = "fists">>
<<set $Player_weapon_main_damage_type = "blunt">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "fists">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_damage_range = "1d4">>
<<set $Player_weapon_main_advanced_range = "1d4">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $Player_weapon_sub = "nothing">>
<<set $Player_weapon_sub_damage_type = "blunt">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archtype = "fists">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drown_resist_accessory = 0>>
<<set $Player_choke_resist_accessory = 0>>
<<set $Player_concuss_resist_accessory = 0>>
<<set $Player_blunt_accessory = 0>>
<<set $Player_piercing_accessory = 0>>
<<set $Player_slashing_accessory = 0>>
<<set $Player_fire_accessory = 0>>
<<set $Player_elec_accessory = 0>>
<<set $Player_ice_accessory = 0>>
<<set $Player_poison_accessory = 0>>
<<set $Player_holy_accessory = 0>>
<<set $Player_void_accessory = 0>>
<<set $Player_earth_accessory = 0>>
<<set $Player_water_accessory = 0>>
<<set $Player_wind_accessory = 0>>
<<set $Player_emp_accessory = 0>>
<<set $Player_sonic_accessory = 0>>
<<set $Player_energy_accessory = 0>>
<<set $Player_acid_accessory = 0>>
<<set $Player_radiation_accessory = 0>>
<<set $Player_strength_accessory = 0>>
<<set $Player_agility_accessory = 0>>
<<set $Player_wits_accessory = 0>>
<<set $Player_toughness_accessory = 0>>
<<set $Player_damage_accessory = 0>>
<<set $Player_dodge_accessory = 0>>
<<set $Player_defence_accessory = 0>>
<<set $Player_accuracy_accessory = 0>>
<<set $Player_armour_penetration_accessory = 0>>
<<set $Player_dice_bonus_accessory = 0>>
<<set $Player_shield_accessory to 0>>
<<set $Player_armour_strength = 0>>
<<set $Player_armour_agility = 0>>
<<set $Player_armour_wits = 0>>
<<set $Player_armour_toughness = 0>>
<<set $Player_armour_damage = 0>>
<<set $Player_armour_dodge = 0>>
<<set $Player_armour_defence = 0>>
<<set $Player_armour_accuracy = 0>>
<<set $Player_armour_armour_penetration = 0>>
<<set $Player_armour_dice_bonus = 0>>
<<set $Player_special_ability_strength = 0>>
<<set $Player_special_ability_agility = 0>>
<<set $Player_special_ability_wits = 0>>
<<set $Player_special_ability_toughness = 0>>
<<set $Player_special_ability_damage = 0>>
<<set $Player_special_ability_dodge = 0>>
<<set $Player_special_ability_defence = 0>>
<<set $Player_special_ability_accuracy = 0>>
<<set $Player_special_ability_armour_penetration = 0>>
<<set $Player_special_ability_dice_bonus = 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Player_food_strength = 0>>
<<set $Player_food_agility = 0>>
<<set $Player_food_wits = 0>>
<<set $Player_food_toughness = 0>>
<<set $Player_food_damage = 0>>
<<set $Player_food_dodge = 0>>
<<set $Player_food_defence = 0>>
<<set $Player_food_accuracy = 0>>
<<set $Player_food_armour_penetration = 0>>
<<set $Player_food_dice_bonus = 0>>
<<set $Player_consumable_strength = 0>>
<<set $Player_consumable_agility = 0>>
<<set $Player_consumable_wits = 0>>
<<set $Player_consumable_toughness = 0>>
<<set $Player_consumable_damage = 0>>
<<set $Player_consumable_dodge = 0>>
<<set $Player_consumable_defence = 0>>
<<set $Player_consumable_accuracy = 0>>
<<set $Player_consumable_armour_penetration = 0>>
<<set $Player_consumable_dice_bonus = 0>>
<<set $Player_natural_blunt = 0>>
<<set $Player_natural_piercing = 0>>
<<set $Player_natural_slashing = 0>>
<<set $Player_natural_fire = 0>>
<<set $Player_natural_elec = 0>>
<<set $Player_natural_ice = 0>>
<<set $Player_natural_poison = 0>>
<<set $Player_natural_holy = 0>>
<<set $Player_natural_void = 0>>
<<set $Player_natural_earth = 0>>
<<set $Player_natural_water = 0>>
<<set $Player_natural_wind = 0>>
<<set $Player_natural_emp = 0>>
<<set $Player_natural_sonic = 0>>
<<set $Player_natural_energy = 0>>
<<set $Player_natural_acid = 0>>
<<set $Player_natural_radiation = 0>>
<<set $Player_armour_blunt = 0>>
<<set $Player_armour_piercing = 0>>
<<set $Player_armour_slashing = 0>>
<<set $Player_armour_fire = 0>>
<<set $Player_armour_elec = 0>>
<<set $Player_armour_ice = 0>>
<<set $Player_armour_poison = 0>>
<<set $Player_armour_holy = 0>>
<<set $Player_armour_void = 0>>
<<set $Player_armour_earth = 0>>
<<set $Player_armour_water = 0>>
<<set $Player_armour_wind = 0>>
<<set $Player_armour_emp = 0>>
<<set $Player_armour_sonic = 0>>
<<set $Player_armour_energy = 0>>
<<set $Player_armour_acid = 0>>
<<set $Player_armour_radiation = 0>>
<<set $Player_accessory_blunt = 0>>
<<set $Player_accessory_piercing = 0>>
<<set $Player_accessory_slashing = 0>>
<<set $Player_accessory_fire = 0>>
<<set $Player_accessory_elec = 0>>
<<set $Player_accessory_ice = 0>>
<<set $Player_accessory_poison = 0>>
<<set $Player_accessory_holy = 0>>
<<set $Player_accessory_void = 0>>
<<set $Player_accessory_earth = 0>>
<<set $Player_accessory_water = 0>>
<<set $Player_accessory_wind = 0>>
<<set $Player_accessory_emp = 0>>
<<set $Player_accessory_sonic = 0>>
<<set $Player_accessory_energy = 0>>
<<set $Player_accessory_acid = 0>>
<<set $Player_accessory_radiation = 0>>
<<set $Player_food_blunt = 0>>
<<set $Player_food_piercing = 0>>
<<set $Player_food_slashing = 0>>
<<set $Player_food_fire = 0>>
<<set $Player_food_elec = 0>>
<<set $Player_food_ice = 0>>
<<set $Player_food_poison = 0>>
<<set $Player_food_holy = 0>>
<<set $Player_food_void = 0>>
<<set $Player_food_earth = 0>>
<<set $Player_food_water = 0>>
<<set $Player_food_wind = 0>>
<<set $Player_food_emp = 0>>
<<set $Player_food_sonic = 0>>
<<set $Player_food_energy = 0>>
<<set $Player_food_acid = 0>>
<<set $Player_food_radiation = 0>>
<<set $Player_consumable_blunt = 0>>
<<set $Player_consumable_piercing = 0>>
<<set $Player_consumable_slashing = 0>>
<<set $Player_consumable_fire = 0>>
<<set $Player_consumable_elec = 0>>
<<set $Player_consumable_ice = 0>>
<<set $Player_consumable_poison = 0>>
<<set $Player_consumable_holy = 0>>
<<set $Player_consumable_void = 0>>
<<set $Player_consumable_earth = 0>>
<<set $Player_consumable_water = 0>>
<<set $Player_consumable_wind = 0>>
<<set $Player_consumable_emp = 0>>
<<set $Player_consumable_sonic = 0>>
<<set $Player_consumable_energy = 0>>
<<set $Player_consumable_acid = 0>>
<<set $Player_consumable_radiation = 0>>
<<set $Player_total_blunt = 0>>
<<set $Player_total_piercing = 0>>
<<set $Player_total_slashing = 0>>
<<set $Player_total_fire = 0>>
<<set $Player_total_elec = 0>>
<<set $Player_total_ice = 0>>
<<set $Player_total_poison = 0>>
<<set $Player_total_holy = 0>>
<<set $Player_total_void = 0>>
<<set $Player_total_earth = 0>>
<<set $Player_total_water = 0>>
<<set $Player_total_wind = 0>>
<<set $Player_total_emp = 0>>
<<set $Player_total_sonic = 0>>
<<set $Player_total_energy = 0>>
<<set $Player_total_acid = 0>>
<<set $Player_total_radiation = 0>>
<<set $Player_status_resist to 0>>
<<set $Enemy_status_duration to 0>>
<<set $Player_poisoned = 0>>
<<set $Player_burned = 0>>
<<set $Player_frozen = 0>>
<<set $Player_paralyzed = 0>>
<<set $Player_silenced = 0>>
<<set $Player_bleeding = 0>>
<<set $Player_confuses = 0>>
<<set $Player_petrified = 0>>
<<set $Player_blinded = 0>>
<<set $Player_soft = 0>>
<<set $Player_charmed = 0>>
<<set $Player_drained = 0>>
<<set $Player_disabled = 0>>
<<set $Player_cloted = 0>>
<<set $Player_cursed = 0>>
<<set $Player_oiled = 0>>
<<set $Player_chilled = 0>>
<<set $Player_infirm = 0>>
<<set $Player_glued = 0>>
<<set $Player_bogged_down = 0>>
<<set $Player_drowning = 0>>
<<set $Player_choking = 0>>
<<set $Player_concussed = 0>>
<<set $Player_offence_pod = 0>>
<<set $Player_nurse_pod = 0>>
<<set $Player_regen = 0>>
<<set $Player_poison_resist_natural = 0>>
<<set $Player_burn_resist_natural = 0>>
<<set $Player_freeze_resist_natural = 0>>
<<set $Player_paralyze_resist_natural = 0>>
<<set $Player_silence_resist_natural = 0>>
<<set $Player_bleed_resist_natural = 0>>
<<set $Player_confuse_resist_natural = 0>>
<<set $Player_petrify_resist_natural = 0>>
<<set $Player_blind_resist_natural = 0>>
<<set $Player_soft_resist_natural = 0>>
<<set $Player_charm_resist_natural = 0>>
<<set $Player_drain_resist_natural = 0>>
<<set $Player_disable_resist_natural = 0>>
<<set $Player_clot_resist_natural = 0>>
<<set $Player_curse_resist_natural = 0>>
<<set $Player_oil_resist_natural = 0>>
<<set $Player_chill_resist_natural = 0>>
<<set $Player_infirm_resist_natural = 0>>
<<set $Player_glue_resist_natural = 0>>
<<set $Player_bogged_down_resist_natural = 0>>
<<set $Player_drowning_resist_natural = 0>>
<<set $Player_choking_resist_natural = 0>>
<<set $Player_concussion_resist_natural = 0>>
<<set $Player_poison_resist_armour = 0>>
<<set $Player_burn_resist_armour = 0>>
<<set $Player_freeze_resist_armou = 0>>
<<set $Player_paralyze_resist_armour = 0>>
<<set $Player_silence_resist_armour = 0>>
<<set $Player_bleed_resist_armour = 0>>
<<set $Player_confuse_resist_armour = 0>>
<<set $Player_petrify_resist_armour = 0>>
<<set $Player_blind_resist_armour = 0>>
<<set $Player_soft_resist_armour = 0>>
<<set $Player_charm_resist_armour = 0>>
<<set $Player_drain_resist_armour = 0>>
<<set $Player_disable_resist_armour = 0>>
<<set $Player_clot_resist_armour = 0>>
<<set $Player_curse_resist_armour = 0>>
<<set $Player_oil_resist_armour = 0>>
<<set $Player_chill_resist_armour = 0>>
<<set $Player_infirm_resist_armour = 0>>
<<set $Player_glue_resist_armour = 0>>
<<set $Player_bogged_down_resist_armour = 0>>
<<set $Player_drowning_resist_armour = 0>>
<<set $Player_choking_resist_armour = 0>>
<<set $Player_concussion_resist_armour = 0>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drowning_resist_accessory = 0>>
<<set $Player_choking_resist_accessory = 0>>
<<set $Player_concussion_resist_accessory = 0>>
<<set $Player_poison_resist_food = 0>>
<<set $Player_burn_resist_food = 0>>
<<set $Player_freeze_resist_food = 0>>
<<set $Player_paralyze_resist_food = 0>>
<<set $Player_silence_resist_food = 0>>
<<set $Player_bleed_resist_food = 0>>
<<set $Player_confuse_resist_food = 0>>
<<set $Player_petrify_resist_food = 0>>
<<set $Player_blind_resist_food = 0>>
<<set $Player_soft_resist_food = 0>>
<<set $Player_charm_resist_food = 0>>
<<set $Player_drain_resist_food = 0>>
<<set $Player_disable_resist_food = 0>>
<<set $Player_clot_resist_food = 0>>
<<set $Player_curse_resist_food = 0>>
<<set $Player_oil_resist_food = 0>>
<<set $Player_chill_resist_food = 0>>
<<set $Player_infirm_resist_food = 0>>
<<set $Player_glue_resist_food = 0>>
<<set $Player_bogged_down_resist_food = 0>>
<<set $Player_drowning_resist_food = 0>>
<<set $Player_choking_resist_food = 0>>
<<set $Player_concussion_resist_food = 0>>
<<set $Player_poison_resist_consumable = 0>>
<<set $Player_burn_resist_consumable = 0>>
<<set $Player_freeze_resist_consumable = 0>>
<<set $Player_paralyze_resist_consumable = 0>>
<<set $Player_silence_resist_consumable = 0>>
<<set $Player_bleed_resist_consumable = 0>>
<<set $Player_confuse_resist_consumable = 0>>
<<set $Player_petrify_resist_consumable = 0>>
<<set $Player_blind_resist_consumable = 0>>
<<set $Player_soft_resist_consumable = 0>>
<<set $Player_charm_resist_consumable = 0>>
<<set $Player_drain_resist_consumable = 0>>
<<set $Player_disable_resist_consumable = 0>>
<<set $Player_clot_resist_consumable = 0>>
<<set $Player_curse_resist_consumable = 0>>
<<set $Player_oil_resist_consumable = 0>>
<<set $Player_chill_resist_consumable = 0>>
<<set $Player_infirm_resist_consumable = 0>>
<<set $Player_glue_resist_consumable = 0>>
<<set $Player_bogged_down_resist_consumable = 0>>
<<set $Player_drowning_resist_consumable = 0>>
<<set $Player_choking_resist_consumable = 0>>
<<set $Player_concussion_resist_consumable = 0>>
<<set $Player_total_resist_poison = 0>>
<<set $Player_total_resist_burn = 0>>
<<set $Player_total_resist_freeze = 0>>
<<set $Player_total_resist_paralyze = 0>>
<<set $Player_total_resist_silence = 0>>
<<set $Player_total_resist_bleed = 0>>
<<set $Player_total_resist_confuse = 0>>
<<set $Player_total_resist_petrify = 0>>
<<set $Player_total_resist_blind = 0>>
<<set $Player_total_resist_soft = 0>>
<<set $Player_total_resist_charm = 0>>
<<set $Player_total_resist_drain = 0>>
<<set $Player_total_resist_disable = 0>>
<<set $Player_total_resist_clot = 0>>
<<set $Player_total_resist_curse = 0>>
<<set $Player_total_resist_oil = 0>>
<<set $Player_total_resist_chill = 0>>
<<set $Player_total_resist_infirm = 0>>
<<set $Player_total_resist_glue = 0>>
<<set $Player_total_resist_bogged_down = 0>>
<<set $Player_total_resist_drowning = 0>>
<<set $Player_total_resist_choking = 0>>
<<set $Player_total_resist_concussion = 0>>
<<set $Player_skill_lift = 0>>
<<set $Player_skill_lift_actual = 0>>
<<set $Player_skill_lift_accessory = 0>>
<<set $Player_skill_lift_consumable = 0>>
<<set $Player_skill_lift_progress = 0>>
<<set $Player_skill_athletics = 0>>
<<set $Player_skill_athletics_actual = 0>>
<<set $Player_skill_athletics_accessory = 0>>
<<set $Player_skill_athletics_consumable = 0>>
<<set $Player_skill_athletics_progress = 0>>
<<set $Player_skill_survival = 0>>
<<set $Player_skill_survival_actual = 0>>
<<set $Player_skill_survival_accessory = 0>>
<<set $Player_skill_survival_consumable = 0>>
<<set $Player_skill_survival_progress = 0>>
<<set $Player_skill_sleight = 0>>
<<set $Player_skill_sleight_actual = 0>>
<<set $Player_skill_sleight_accessory = 0>>
<<set $Player_skill_sleight_consumable = 0>>
<<set $Player_skill_sleight_progress = 0>>
<<set $Player_skill_acrobatics = 0>>
<<set $Player_skill_acrobatics_actual = 0>>
<<set $Player_skill_acrobatics_accessory = 0>>
<<set $Player_skill_acrobatics_consumable = 0>>
<<set $Player_skill_acrobatics_progress = 0>>
<<set $Player_skill_perform = 0>>
<<set $Player_skill_perform_actual = 0>>
<<set $Player_skill_perform_accessory = 0>>
<<set $Player_skill_perform_consumable = 0>>
<<set $Player_skill_perform_progress = 0>>
<<set $Player_skill_science = 0>>
<<set $Player_skill_science_actual = 0>>
<<set $Player_skill_science_accessory = 0>>
<<set $Player_skill_science_consumable = 0>>
<<set $Player_skill_science_progress = 0>>
<<set $Player_skill_handiwork = 0>>
<<set $Player_skill_handiwork_actual = 0>>
<<set $Player_skill_handiwork_accessory = 0>>
<<set $Player_skill_handiwork_consumable = 0>>
<<set $Player_skill_handiwork_progress = 0>>
<<set $Player_skill_diplomacy = 0>>
<<set $Player_skill_diplomacy_actual = 0>>
<<set $Player_skill_diplomacy_accessory = 0>>
<<set $Player_skill_diplomacy_consumable = 0>>
<<set $Player_skill_diplomacy_progress = 0>>
<<set $Player_long_dodge_bonus = 0>>
<<set $Player_holy_defence_bonus = 0>>
<<set $Player_shield_armour to 0>>
<<set $Player_shield_perk to 0>>
<<set $Player_shield_accessory to 0>>
<<set $Player_shield_max = $Player_shield_armour + $Player_shield_perk + $Player_shield_accessory>>
<<set $Player_shield = $Player_shield_max>>
<<set $Player_sexy_total = 0>>
<<set $Player_badass_total = 0>>
<<set $Player_armour = "lack of armour">>
<<set $Player_armour_on = "no">>
<<set $Player_armour_defence = 0>>
<<set $Player_armour_sexy = 0>>
<<set $Player_armour_badass = 0>>
<<set $Player_outfit = "underwear">>
<<set $Player_outfit_on = "no">>
<<set $Player_outfit_sexy = 2>>
<<set $Player_outfit_badass = 0>>
<<set $Player_outfit_description = "nudity description">>
<<set $Player_outfit_top = "bra">>
<<set $Player_outfit_bottom = "panties">>
<<set $Player_outfit_legs = "bare legs">>
<<set $Player_outfit_boots = "bare feet">>
<<set $Player_outfit_arms = "bare arms">>
<<set $Player_outfit_gloves = "bare hands">>
<<set $Player_dicetemp = 0>>
<<set $Actual_damage_range = "1d4">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Enemy_dodge_buff to 0>>
<<set $Player_concussion_severity to 0>>
<<set $Player_accessory_accuracy to 0>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<set $Enemy_armour_total to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Enemy_petrified_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<<set $Player_element_effectiveness to 0>>
<<set $Enemy_element_effectiveness to 0>>
<<set $Player_attack_taunts to [ "$Player_alias strikes with $her fists!", "$Player_alias attempts to pummel $Enemy_article with $her bare hands!" ]>>
<<set $Player_attack_taunts2 to "$Player_alias strikes with $her fists!">>
<<set $Player_status_dice to 0>>
<<set $Player_status_roll to 0>>
<<set $Player_status_bonus to 0>>
<<set $Enemy_status_dice to 0>>
<<set $Enemy_status_roll to 0>>
<<set $Enemy_status_bonus to 0>>
<<set $Player_armour_total to 0>>
<<set $Enemy_armour_total to 0>>
<<set $Player_escape_bonus to 0>>
<<set $Enemy_morale_bonus to 0>>
<<set $Player_flowbase to 10>>
<<set $Player_exp_temp to 0>>
<<set $Player_charging to 0>>
<<set $Player_charging_charge_shot to 0>>
<<set $Player_charging_finished to 0>>
<<set $Enemy_accuracy_buff to 0>>
<<set $Player_used_item to 0>>
<<set $Player_lock_on_bonus to 0>>
<<set $Enemy_static to 0>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Grapple_Loss to "na">>
<<set $Grapple_Stage to 0>>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Escape to 0>>
<<set $Player_Glob_Experience to 0>>
<<set $Player_Shambler_Experience to 0>>
<<set $Player_Mimic_Experience to 0>>
<<set $Player_Drikk_Experience to 0>>
<<set $Player_Serenity_Veil_Experience to 0>>
<<set $Player_Gulper_Experience to 0>>
<<set $Player_FUM_Experience to 0>>
<<set $Player_Goo_Doll_Experience to 0>>
<<set $Player_Bearslug_Experience to 0>>
<<set $Player_Slammia_Experience to 0>>
<<set $Player_Beezlebuu_Experience to 0>>
<<set $Player_Symbiode_Experience to 0>>
<<set $Player_Mimi_Experience to 0>>
<<set $Player_Travesty_Experience to 0>>
<<set $Enemy_armour_decay_buff to 0>>
<<set $Enemy_strength_decay_buff to 0>>
<<set $Enemy_agility_decay_buff to 0>>
<<set $Enemy_wits_decay_buff to 0>>
<<set $Enemy_attack_decay_buff to 0>>
<<set $Player_toughness_decay_buff to 0>>
<<set $Player_strength_decay_buff to 0>>
<<set $Player_agility_decay_buff to 0>>
<<set $Player_wits_decay_buff to 0>>
<<set $Bad_End to 0>>
<<set $Player_surprise_moves_known to 0>>
<<set $Enemy_Spare_HP to 0>><<set $Player_crafting_bits to 0>>
<<set $Player_crafting_tek to 0>>
<<set $Player_crafting_herbs to 0>>
<<set $Player_crafting_chems to 0>>
<<set $Player_crafting_bio to 0>>
<<set $Player_crafting_meds to 0>>
<<set $Player_crafting_mats to 0>>
<<set $Cr_Bits_Empty to "https://i.imgur.com/5mqKjLu.png">>
<<set $Cr_Tek_Empty to "https://i.imgur.com/Shx5gKY.png">>
<<set $Cr_Herbs_Empty to "https://i.imgur.com/nElfXGq.png">>
<<set $Cr_Chems_Empty to "https://i.imgur.com/vsYfXUg.png">>
<<set $Cr_Bio_Empty to "https://i.imgur.com/z3OAnkN.png">>
<<set $Cr_Meds_Empty to "https://i.imgur.com/8sxemLC.png">>
<<set $Cr_Mats_Empty to "https://i.imgur.com/zKybKrb.png">>
<<set $I_Cr_Bits to "https://i.imgur.com/5mqKjLu.png">>
<<set $I_Cr_Tek to "https://i.imgur.com/Shx5gKY.png">>
<<set $I_Cr_Herbs to "https://i.imgur.com/nElfXGq.png">>
<<set $I_Cr_Chems to "https://i.imgur.com/vsYfXUg.png">>
<<set $I_Cr_Bio to "https://i.imgur.com/z3OAnkN.png">>
<<set $I_Cr_Meds to "https://i.imgur.com/8sxemLC.png">>
<<set $I_Cr_Mats to "https://i.imgur.com/zKybKrb.png">>
<<set $Player_crafting_mod_1_bits_cost to 0>>
<<set $Player_crafting_mod_1_tek_cost to 0>>
<<set $Player_crafting_mod_1_herbs_cost to 0>>
<<set $Player_crafting_mod_1_chems_cost to 0>>
<<set $Player_crafting_mod_1_bio_cost to 0>>
<<set $Player_crafting_mod_1_meds_cost to 0>>
<<set $Player_crafting_mod_1_mats_cost to 0>>
<<set $Player_crafting_mod_1_gold_cost to 0>>
<<set $Player_crafting_mod_1_price_increase to 0>>
<<set $Player_crafting_mod_1_new_name to "no">>
<<set $Player_crafting_mod_2_bits_cost to 0>>
<<set $Player_crafting_mod_2_tek_cost to 0>>
<<set $Player_crafting_mod_2_herbs_cost to 0>>
<<set $Player_crafting_mod_2_chems_cost to 0>>
<<set $Player_crafting_mod_2_bio_cost to 0>>
<<set $Player_crafting_mod_2_meds_cost to 0>>
<<set $Player_crafting_mod_2_mats_cost to 0>>
<<set $Player_crafting_mod_2_gold_cost to 0>>
<<set $Player_crafting_mod_2_price_increase to 0>>
<<set $Player_crafting_mod_3_bits_cost to 0>>
<<set $Player_crafting_mod_3_tek_cost to 0>>
<<set $Player_crafting_mod_3_herbs_cost to 0>>
<<set $Player_crafting_mod_3_chems_cost to 0>>
<<set $Player_crafting_mod_3_bio_cost to 0>>
<<set $Player_crafting_mod_3_meds_cost to 0>>
<<set $Player_crafting_mod_3_mats_cost to 0>>
<<set $Player_crafting_mod_3_gold_cost to 0>>
<<set $Player_crafting_mod_3_price_increase to 0>><<nobr>>
<b>Surprise Moves</b> <br>
<<include "Special Attacks Surprise">> <br>
<<link "Return" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
<<include "Combat Basic Attack Taunts">> <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes $Enemy_article in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<b>Main Weapon</b> -- $Player_weapon_main <<include "sp">>
<<include "Special Attacks Weapon">> <<include "sp">>
<b>Subweapon</b> -- <<if $Player_weapon_sub is "nothing">>No Subweapon equipped.<<else>>$Player_weapon_sub<</if>> <<include "sp">>
<<include "Special Attacks Subweapon">> <<include "sp">>
<b>Class Abilities</b> -- $Player_class <<include "sp">>
<<include "Special Attacks Class">> <<include "sp">>
<b>Learned Abilities</b> <<include "sp">>
<<include "Special Attacks Natural">> <<include "sp">>
<<link "Return" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
$Player_alias stays on $her guard this turn! Defence is significantly raised!
<<set $Player_defend_defence to 5>>
<<if $Perk_Evasive_Thrusters > 0>>
<<set $Player_special_ability_dodge to $Player_special_ability_dodge + 4>>
With $her thrusters poised and ready to blast $her out of harm's way, so is $her Dodge!
<</if>>
<<if $Perk_Observe_From_On_High > 0>>
<<set $Player_OFOH_Damage to 4>>
Secure behind $her defenses, $she takes the opportunity to observe the enemy for a weakness...
<</if>>
<<include "sp2">>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<if $Enemy_alias is "Glob">>
<<include "Combat Examine Glob">>
<<elseif $Enemy_alias is "Shambler">>
<<include "Combat Examine Shambler">>
<<elseif $Enemy_alias is "Serenity Veil">>
<<include "Combat Examine Serenity Veil">>
<<elseif $Enemy_alias is "Gulper">>
<<include "Combat Examine Gulper">>
<<elseif $Enemy_alias is "Mimic">>
<<include "Combat Examine Mimic">>
<<elseif $Enemy_alias is "Drikk">>
<<include "Combat Examine Drikk">>
<<elseif $Enemy_alias is "FUM">>
<<include "Combat Examine FUM">>
<<elseif $Enemy_alias is "Bearslug">>
<<include "Combat Examine Bearslug">>
<<elseif $Enemy_alias is "Goo Doll">>
<<include "Combat Examine Goo Doll">>
<<elseif $Enemy_alias is "Symbiode">>
<<include "Combat Examine Symbiode">>
<<elseif $Enemy_alias is "Slammia">>
<<include "Combat Examine Slammia">>
<<elseif $Enemy_alias is "Beezlebuu">>
<<include "Combat Examine Beezlebuu">>
<<elseif $Enemy_alias is "Mimi">>
<<include "Combat Examine Mimi">>
<<elseif $Enemy_alias is "Travesty">>
<<include "Combat Examine Travesty">>
<<else>>
I have no fucking idea what this is, because Pyksies forgot to write an Examine entry for this encounter! Or she spelled its name wrong internally Whoops! Go yell at her!
<</if>>
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@<</nobr>><<nobr>>
Adopting a less threatening stance, $Player_alias attempts to bring things to a peaceful conclusion... <<include "sp2">>
<<set $Enemy_surrender = 1>>
<<if $Enemy_alias is "Glob">>
The Glob as advertized shouldn't have the intelligence required to understand <i>mercy...</i> and yet, after considering Mio's stance, this puddle of purple muck seems to nod towards her, shape smoothing out nice and round as it ceases aggression. <<include "sp2">>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Shambler">>
The Shambler actually pauses, to Mio's surprise. She keeps the look off of her face, however, maintaining her stony look that screams both 'mercy' and 'don't try me'. The Shambler quivers... then halts entirely. <br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Serenity Veil">>
The ghastly figure of the Veil falters, hovering in mid-air before Mio, its mask quivering as it rotates erratically. Self-preservation seems to be fighting desire and biological drive... and winning. <br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Drikk">>
Putting herself in a position where the Drikk can no longer circle her like predatory fish, Mio keeps herself in an aggressive stance, eyes flicking rapidly but confidently onto each of the little monsters in turn. They shrink under her gaze, beginning to step backwards, fearfully.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Mimic">>
Mio pivots to avoid a lashing tentacle, closing the distance to the hermit-monster. Planting a boot upon the top of its opening, she's poised a deliver a finishing blow!... but does not. The Mimic twitches, hesitates... and then seems to deflate, its tentacles going limp and meekly withdrawing back inside its shell.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Mimi">>
<span style="color:#E5CEF3">"That's enough. I'm not fighting you any more."</span> Mio says with a sigh and a shake of her head, staring down the trembling tentacle girl. Mimi balks at the suggestion of hostility cessation, failing to compute the concept... but she doesn't charge.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Slammia">>
<span style="color:#E5CEF3">"Will you just let me explain?"</span> Mio asks with an irritated sigh. Not the best tone for diplomacy, but she lowers her $Player_weapon_main to sow she means it. The Slammia narrows her eyes and falters.<br><br>
<b>$Enemy_alias is mulling things over...</b>
<<elseif $Enemy_alias is "EXAMPLE">>
spare pre-text<br><br>
<b>$Enemy_alias has surrendered!</b>
<<else>>
PYKSIES FORGOT TO WRITE A SURRENDER INTRO FOR THIS ENEMY, WHOOPS
<</if>>
<<include "Combat Enemy Turn">>
<</nobr>><<nobr>>
Will $Player_alias surrender? No HP will be lost from further combat, but beware the consequences of losing!
<<include "sp2">>
<<link "SURRENDER..." "Combat Enemy Turn">><<set $Player_surrender to 1>><</link>>
<<include "sp2">>
<<link "Do not surrender!" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
<<set $Player_temp = dice('1d10')>>
<<set $Player_temp = $Player_temp + $Player_agility_total>>
<<set $Player_temp = $Player_temp + $Player_escape_bonus>>
<<set $Player_temp = $Player_temp - $Player_frozen>>
<<set $Player_temp = $Player_temp - $Player_charmed>>
<<set $Player_temp = $Player_temp - $Enemy_charmed>>
<<set $Player_temp = $Player_temp + $Player_desperate_flee_bonus>>
<<set $Player_desperate_flee_bonus to 0>>
<<if $Perk_Justified_Paranoia is 1>>
<<set $Player_temp = $Player_temp + 2>>
<</if>>
<<if $Enemy_alias is "Glob">>
$Player_alias attempts to run away from the Glob, which wobbles with a delayed lurch to slime after her!
<br><br>
<<if $Player_temp gte 9>>
$Player_alias manages to get far away enough that the Glob's limited senses lose track of her. Watching from afar, she frowns impassively as it lets out a mournful blurble, then drains itself down a vent... do Globs mope? Mio doesn't care. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
The Glob lurches, stretching itself into a translucent, purple wall, mocking Mio with a violet-tinged vision of freedom beyond it! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Shambler">>
$Player_alias attempts to run away from the Shambler! It reacts with a tilt of its tentacled 'head' before bounding after her like a demented, disjointed puppy.
<br><br>
<<if $Player_temp gte 8>>
$Player_alias gives the Shambler a real workout! Little more than a messy mass of barely-joined tentacles, it soon falls apart under the strain of trying to keep up with her - much to Mio's surprise! The individual tendrils tremble before her before they 'skree' and split off in different directions... <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
The Shambler suddenly pitches back and then springs forwards, propelling itself up and over Mio's head to block off her escape, landing with a -splat- before her! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Serenity Veil">>
$Player_alias takes a step back, bracing her <<= $Player_weapon_main>> as if about to attack: a feint for her true intentions... a sudden turn and hasty retreat! The Serenity Veil falters in something approaching surprise, then begins to shimmer...
<br><br>
<<if $Player_temp gte 10>>
$Player_alias glances over her shoulder, eyes widening as the Veil suddenly plunges into the solid ground as readily as though it were water. Acting more on instinct than her sensors, she turns her sprint into a leap right as the spectral monster's claws swipe up from the ground, harmlessly passing between her legs! She hits the ground running and, with another glance, watches as the disgruntled aggressor pulls itself up and out of the ground. It gives her plenty of time to put distance between them, and, once she loops back around, she finds that she's given it the slip. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
Mio concentrates on the path ahead: step over that, leap across this, avoid the giant spectral-- claw!? She stumbles in an effort to cut her momentum and barely avoids the Serenity Veil as its ethereally-warped body emerges from the ground before her, cutting her off once more! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Drikk">>
$Player_alias casts her head from side to side, up and down, trying to keep track of the Drikk squad as they circle her. Both Android and Alien alike search for openings; one to attack, and one to... RUN! Mio turns in a crouch and springs forwards on her new heading, arms swinging as the Drikk startle and rush after her!
<br><br>
<<if $Player_temp gte 6>>
$Player_alias dashes with speed, not haste. She's careful to avoid obstacles in her path, all whilst keeping her aural sensors trained on the skittering that echoes around and behind her as the Drikk scale the walls to keep up. The very moment four sets of legs become three, she pitches to the side without compromising her momentum: a leaping Drikk sails harmlessly past her and -splats- against the opposite wall! Two-- Mio pushes up into a jump, soaring over another one, only to tuck and roll in a frontflip as she correctly guesses that the other two will try to take advantage of her in the air. With the squad disoriented, she turns a corner and slips away, returning once the frustrated chitters and click-clack footfalls fade off into the distance. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
Mio grimaces as the sound of skittering echoes behind her... and above her! The Drikk swirl around the walls and ceiling, avoiding many of the obstacles Mio has to dance around. It's during one such step that one of the Drikk leaps from the wall, clamping around Mio's arm: she gasps and turns, her momentum cut as she swings to send the Drikk flying off of her before it can latch on, immediately ducking to dodge another one! Ugh- she's back to square one! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Mimic">>
$Player_alias growls in frustration at her situation. This immobile menance should be easy to run away from, but the reach of its tentacles will make that difficult. Thus, she elects for a feint: pitching to the right, only to suddenly dip and push off to the left, grinning when the Mimic's cavernous maw erupts with a flurry of tentacles aimed at where she isn't!
<br><br>
<<if $Player_temp gte 9>>
$Player_alias swells with triumph - metaphorically - as those tentacle overshoot, no power left in them to cut off her escape. Once she's out of sight, Mio simply presses her back to the doorway and waits, aural sensors tuned to the grumbling gurgles of the ambush-type monster. Once they stop, she peeks back inside... it's as if it was never there at all. It might be gone, or it may have simply moved shells... or retreated back into the same one. Tricky... <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
It was a good plan, but the Mimic seems to have prepared a contingency. Mio's eyes widen as its tentacles extend even further and curl inwards! She skids to a halt, barely avoiding a collision with the gooey things, forcing her to step back towards the awaiting Mimic... its casing deformed into a rough imitation of a cocky grin. <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "EXAMPLE">>
$Player_alias escape attempt
<br><br>
<<if $Player_temp gte 8>>
$Player_alias escape success <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
escape failure <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Gulper">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "FUM">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Symbiode">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Bearslug">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Beezlebuu">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Goo Doll">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Slammia">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Mimi">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Travesty">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
$Player_alias attempts to run away from <<= $Enemy_article>>! Also, Pyksies forgot to give this enemy a unique Flee taunt! She should fix that!
<br><br>
<<if $Player_temp gte 8>>
$Player_alias manages to escape!
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to it!" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
$Player_alias was prevented from escaping! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Enemy_threat_max = 10>>
<<set $Player_temp = $Player_level - $Enemy_level>>
<<if $Player_temp lte -5>>
<<set $Enemy_threat to 10>>
<<set $Enemy_Threat_Assessment to "DISASTER">>
<<elseif $Player_temp === -4>>
<<set $Enemy_threat to 9>>
<<set $Enemy_Threat_Assessment to "Savage">>
<<elseif $Player_temp === -3>>
<<set $Enemy_threat to 8>>
<<set $Enemy_Threat_Assessment to "Major">>
<<elseif $Player_temp === -2>>
<<set $Enemy_threat to 7>>
<<set $Enemy_Threat_Assessment to "Substantial">>
<<elseif $Player_temp === -1>>
<<set $Enemy_threat to 6>>
<<set $Enemy_Threat_Assessment to "Notable">>
<<elseif $Player_temp === 0>>
<<set $Enemy_threat to 5>>
<<set $Enemy_Threat_Assessment to "Even">>
<<elseif $Player_temp === 1>>
<<set $Enemy_threat to 4>>
<<set $Enemy_Threat_Assessment to "Minor">>
<<elseif $Player_temp === 2>>
<<set $Enemy_threat to 3>>
<<set $Enemy_Threat_Assessment to "Minuscule">>
<<elseif $Player_temp === 3>>
<<set $Enemy_threat to 2>>
<<set $Enemy_Threat_Assessment to "Harmless">>
<<elseif $Player_temp === 4>>
<<set $Enemy_threat to 1>>
<<set $Enemy_Threat_Assessment to "Feeble">>
<<elseif $Player_temp gte 5>>
<<set $Enemy_threat to 0>>
<<set $Enemy_Threat_Assessment to "Doomed">>
<</if>>
<<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<updatemeter 'enemy_morale_bar' `$Enemy_morale / $Enemy_morale_max`>>
<</nobr>><<nobr>>
<b>Context Moves</b> <br>
<<include "Special Attacks Context">> <br>
<<link "Return" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
<<if $Enemy_alias is "EXAMPLE">><<set $taunts = [ "", "", "", "" ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Glob">><<set $taunts = [ "The Glob lurches towards $Player_alias with uneven and awkward shrugs. By design, it isn't used to chasing down partners.", "$Player_alias can't help but shudder at the obscene squelching noise the Glob makes as it hurdles a piece of debris and <b>splats</b> back onto the ground.", "The aggressive, stark light tubes above are filtered a plum purple through the Glob's swelling body, casting shimmering refractions in all directions. Trippy.", "The Glob carries with it a strong scent of berries. Pleasant! Or, it would be, if it wasn't trying to kidnap <<= $Player_alias>>." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Shambler">><<set $taunts = [ "The Shambler wavers back and forth, almost seeming like it's attempting to stand upon its thickest two tentacles. It splats back to the ground, flatly.", "$Player_alias watches as the Shambler protrudes a thin tentacle tipped with a brush-like sensory filament, which tastes the air before swiftly retreating.", "During lulls in the combat, Mio's keen aural sensors can make out strange organic rumblings from the glued-together body of the monster. Charming...", "The Shambler drags itself along the floor a tentacle at a time, moving less like a cohesive unit and more like a squabbling design team, much to the bemusement of <<= $Player_alias>>." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Serenity Veil">><<set $taunts = [ "The ghoulish Veil monster raises an arm up, a rudimentary hand with long, spindly fingers forming to clutch at the chin of its mask. It looks less like a real emotive action, and more like mimickry.", "The soft, slick internal membrane of the Veil's robe-like body glows with a soft, pulsing light, as if kept on standby before unleashing its full hypnotic power.", "The Veil's masked face suddenly and sharply rotates a full half, now upside down. The markings of it create the suggestion of a frowning face, clearly displeased with Mio's resistance.", "Perhaps the worst thing about the Serenity Veil is the complete lack of noise it makes, despite the inner lining of its body visibly wriggling with anxious tentacles." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Gulper">><<set $taunts = [ "The little pale flowers sprouting across the Gulper's body snap shut at random, as if they've inherited the carnivorous behaviour of their host.", "The frantic writhing of the Gulper occasionally jostles it neighbours, causing them to growl lowly and tilt their blind 'heads' towards the irritant. At this rate, they'll be rooting for Mio.", "The Gulper opens wide, its many interior tendrils emerging to wriggle and writhe closer to Mio. It's less aggressive - almost as if it's trying to invite her inside!" ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Drikk">><<set $taunts = [ "The Drikk flow like water as they circle Mio, two in one direction, two in the other: leaping and ducking beneath one another should their paths cross.", "The Drikk seem to have endless stamina as they relentlessly strafe around the wary Mio, who cannot help but wonder - in brief, at least - how that stamina applies to their intended 'function'...", "As the Drikk perform their predatory dance, like a demented little hurricane, Mio picks up on the chirping chimes they purr to one another over the awful skittering of their insectoid legs: communication, no doubt at her expense." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Mimic">><<set $taunts = [ "The Mimic's massive tongue spools forth from its parasitized shell, almost rolling out akin to a red carpet. Very much unlike a red carpet, it proceeds to blow a spittle-splattering raspberry at Mio.", "Throwing its doors wide, the Mimic gives Mio a good look at the seemingly endless depths it contains. The folding space within is enough to make her sensors panic and her very vision waver, unable to fully comprehend it... insufferable!", "If the cacophony of rattling its infested, mundane carapace is anything to go by, the Mimic is clearly frustrated at Mio's continued defiance.", "The Mimic grunts out noises that make Mio's mind recoil, overloaded from trying to translate them into meaningful words. All that comes out are garbled nonsense amalgamations of a dozen languages carelessly rammed into a single string." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "FUM">><<set $taunts = [ "With a twinkle in its beady, recessed eyes, the FUM licks its lips in a manner most lecherous: gaze firmly and obviously trained on Mio's chest, even as they battle.", "The glistening, mishapen frame of the FUM is distracting enough by itself, but perhaps just as bad are the moans: from all around the infested chamber, sweet cries and husky groans and muffled gags weave a wretched, cacophonic tapestry for Mio to endure.", "The FUM's third leg - for, given it's girth, that may as well be what it is - incessantly pulses in tune with its excitement at the prospect of a new, sturdy toy. It isn't subtle: veins throb with enough force to make it leap and 'stand', bent under its own weight. This is, frankly, impossible not to notice - even if Mio is repulsed - and the FUM cackles cruelly whenever Mio's attention is pulled to it, even if only for a moment." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Symbiode">><<set $taunts = [ "The stone-blue skinned Drow shifts her weight from foot to foot, hip to hip, as though swaying to music that Mio cannot hear. All the while, she smiles past her palpitating, organic blindfold. Something about the smile seems at once eeriely familiar and yet counterfeit to Mio: it's too much like her own, old smile.", "The infested Researcher reaches up with her arms, tattered sleeves of her labcoat spilling down unevenly across her limbs as she embraces herself. A hug, or a shiver? Mio frowns, unable to decide, and unwilling to put more thought towards the matter.", "The infested Researcher speaks, but Mio does not comprehend. She <i>hears</i>, but the words are either nonsense, or spoken in a tongue not found within her translation packages. Despite this, Mio can understand the tone well enough... hints of promise, yearning, and need.", "The tendrils that pour from the Researcher's back twitch and jerk, sometimes individually spasming in an uncomfortable looking manner while the rest of the flock sway naturally. This symbiosis, it seems, is not perfect." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Bearslug">><<set $taunts = [ "The Bearslug rears back, its squishy body morphing slightly to accomodate this. It somewhat resembles a starfish, stood upon two stumpy legs, its underbelly far more animated and alive than its blow-absorbing 'shell'! Before Mio can take advantage of this advantage, however, the Bearslug falls forwards once more.", "Peeling itself off of the floor akin to the corner of a carpet being lifted, Mio blinks and grimaces as a number of bioluminescent nodes flash and strobe. To the Bearslug's credit, it seems to notice this adverse reaction and closes itself back up. Curious...", "The Bearslug's sheer bulk shifts and seems to fill what little space there is in the maintenance chamber, cutting off all avenues of escape... a solid wall, as loose as liquid." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Beezlebuu">><<set $taunts = [ "The Sarcophagus rumbles quietly, light glancing off of its curvy, carved features as though it were actively repelling it.", "Mio swears that the face etched upon the Sarcophagus is smiling at her... leering, even. That shine in its conniving eyes... is that an eldritch glow, or merely light reflecting off of it?", "The sleek blades of the strange monster's tendrils gleam in the dim light, occasionally splitting open akin to scissors, only to close without so much as a single visible seam between them. It's a perfect fit: unnatural and unnerving to look at.", "Mio observes that the black slime that fails to hit her does not leave permanent stains... in fact, it seems to be alive, part of the Sarcophagus: it collects in rolling globs, pulled back towards its base. Upon contact, it begins to flow upwards, gravity be damned." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Goo Doll">><<set $taunts = [ "This isn't just a fight for the Goo Doll: it's a performance. The grin on her otherwise featureless face never falters for even a moment, merely changing in proper response; triumphant sneers, cocky simpers, mocking grins.", "The Goo Doll never stays still, not even for a moment. She's constantly moving - provocatively, at that. The thrust of her hips out to the side, the sway she puts into her step with every attack and dodge... it's almost as if this entire fight was choreographed in advance!", "The Goo Doll swirls the tip of her bombastic, gooey ponytail around a single index finger, grinning confidently all the while with a swing in her hips.", "<span style='color:#FE84E5'>“Struggling to keep up, Cutie? Give up, then!~”</span> the Goo Doll opines in a manner Mio finds most unhelpful: doubly so for the mean little giggle that follows it."]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Slammia">><<set $taunts = [ "<span style='color:#FF3D76'>“Are you scared, robot? <i>Heh heh...</i>”</span> the toxic-eyed Serpent sneers, tilting her head with her lips parted just enough to show off her fangs.", "The gooey snake is as fluid as the substance she's made of, constantly circling, slithering - if she encounters an obstacle too big to go around, it simply melts at her touch!", "<span style='color:#FF3D76'>“Hmm, hmmhmm hmmm...”</span> the Lamia hums, her smile unsettlingly too wide for the constraints of her own face, her eyes burning brightly with malicious thoughts.", "<span style='color:#FF3D76'>“Some parts of you look soft, for a machine. The important parts, at that... I wonder how far my fangs can sink inside your neck. Care to find out?”</span> she hisses, forked tongue dripping a caustic substance that spits and frothes the ground wherever it lands." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Mimi">><<set $taunts = [ "<span style='color:#FF923D'>“Why are you being so troublesome!? I'm trying to help you!”</span> the petulant alien grumbles, crossing her arms and tapping her foot impatiently.", "<span style='color:#FF923D'>“I think I'm gunna like you a lot more when you're tied up.”</span> the coral-toned Mimic huffs, glaring in a manner that's probably meant to look more intimidating than it really is.", "Mimi twirls on the spot upon her overly-flexible legs, a spring in her step to keep up with Mio's offence!", "Mimi doesn't look angry, just confused and frustrated. Does she really not get why people might have a problem with what she's doing?..." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Travesty">><<set $taunts = [ "The mishapen bioweapon grins from ear to ear... or would, if it had ears. Its oversized arms tense and shudder, barely-contained power threatening to spill out at any given moment.", "The Travesty places a massive, clawed hand upon its 'heart', that transparent, gem-like window shifting with the writhing, pleasure-wracked figures trapped within.", "The Travesty lets loose a low, gravel-toned chuckle, baring layers upon layers of teeth. The sound echoes throughout the launch chamber, seeming to Mio as though it were coming from every direction at once." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<</nobr>><span id="item-screen">[img[$Zipper_Arm_Cannon_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Arrowhead <b>'Zipper' Arm Cannon</b>
<br><br>
<b>Damage range:</b> 1d6 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Zipper_Arm_Cannon_Mod_2 is 1>>1<<else>>0<</if>> || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Arm Cannon || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Energy || <b>Element 2:</b> <<if $W_Zipper_Arm_Cannon_Mod_1 is 1>>Heat<<else>>N/A<</if>>
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Zipper_Arm_Cannon_Mod_1 is 1>>(Plasma Ejector)<<else>><s>(Plasma Ejector)</s><</if>> || <<if $W_Zipper_Arm_Cannon_Mod_2 is 1>>(Core Booster)<<else>><s>(Core Booster)</s><</if>> || <<if $W_Zipper_Arm_Cannon_Mod_3 is 1>>(Smartlink Integration)<<else>><s>(Smartlink Integration)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Double Tap</b> - Fire twice at -2/-4 Acc. 25 Flow. <br>
<b>Charge Shot</b> - Skip a turn to charge, then fire with 1.5* Acc and Dam. 35 Flow. <br>
<<if $W_Zipper_Arm_Cannon_Mod_3 is 1>>
<b>Smartlink</b> - Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow.
<<else>>
<s>Smartlink</s> - Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow. <b>Requires Weapon Mod 3.</b>
<</if>>
<br><br>
A gunmetal-grey arm-mounted energy cannon, with a barrel wider than a man's fist at the exhaust point and tapering larger towards the base in compressing segments. The Glow core at the base, by the internal grip, shines brightly. It is a <span class="tricky">Tricky</span> weapon, due to the balancing act of heat build-up and a duty to avoid charging shots too far.
<br><br>
<i><span class="codex"><<link "Arrowhead">><<set $Codex_Return to "Zipper Arm Cannon">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Arrowhead Designs">><</dialog>><</link>></span> are known for a great variety of weaponry with a rollercoaster of highs and lows in quality. The Zipper sits firmly upon the throne of 'average'. Designed for integration with humanoid synthetics, heavier cyborgs, exosuits and <span class="codex"><<link "EVA">><<set $Codex_Return to "Zipper Arm Cannon">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex EVA">><</dialog>><</link>></span> spacesuits, the Zipper is relatively slim in profile compared to contemporaries and competitors, but packs a similarly reduced punch as a result. It is decently modifiable, low cost, and mostly reliable; traits that prevent it from being consigned to a <span class="codex"><<link "Landfill Planet">><<set $Codex_Return to "Zipper Arm Cannon">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Landfill Planet">><</dialog>><</link>></span>, but that leave it the calling card of the underfunded and/or uncaring.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Zipper Arm Cannon Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_Zipper_Arm_Cannon_Equipped is 0>>
<<set $Player_temp to 30>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "'Zipper' Arm Cannon">>
<<set $Weapon_Remove to "Zipper Arm Cannon">>
<<set $Weapon_Remove_Position to $Zipper_Arm_Cannon_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Zipper_Arm_Cannon_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $Zipper_Arm_Cannon_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Zipper_Arm_Cannon_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Zipper Arm Cannon Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Zipper_Arm_Cannon_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Zipper Arm Cannon">>
<<set $Weapon_Remove_Position to $Zipper_Arm_Cannon_Position>>
<<include "Remove Weapon">>
<<set $Zipper_Arm_Cannon_Position to 0>>
<<set $Zipper_Arm_Cannon_Location to $Drop_Here>>
<<if $("#drop_replace").length>><<replace "#drop_replace">><<include "Dropped Items">><</replace>><</if>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Zipper_Arm_Cannon_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Zipper_Arm_Cannon_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Zipper_Arm_Cannon_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Zipper_Arm_Cannon_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<set $W_Zipper_Arm_Cannon_Equipped = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_1 = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_2 = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_3 = 0>>
<<set $W_Shredder_Rifle_Equipped = 0>>
<<set $W_Shredder_Rifle_Mod_1 = 0>>
<<set $W_Shredder_Rifle_Mod_2 = 0>>
<<set $W_Shredder_Rifle_Mod_3 = 0>>
<<set $W_Bug_Hunter_Equipped = 0>>
<<set $W_Bug_Hunter_Mod_1 = 0>>
<<set $W_Bug_Hunter_Mod_2 = 0>>
<<set $W_Bug_Hunter_Mod_3 = 0>>
<<set $W_Torch_Kanabo_Equipped = 0>>
<<set $W_Torch_Kanabo_Mod_1 = 0>>
<<set $W_Torch_Kanabo_Mod_2 = 0>>
<<set $W_Torch_Kanabo_Mod_3 = 0>>
<<set $W_Truthseeker_Smartbow_Equipped = 0>>
<<set $W_Truthseeker_Smartbow_Mod_1 = 0>>
<<set $W_Truthseeker_Smartbow_Mod_2 = 0>>
<<set $W_Truthseeker_Smartbow_Mod_3 = 0>>
<<set $W_Flakks_Cannon_Equipped = 0>>
<<set $W_Flakks_Cannon_Mod_1 = 0>>
<<set $W_Flakks_Cannon_Mod_2 = 0>>
<<set $W_Flakks_Cannon_Mod_3 = 0>>
<<set $W_Portable_Hull_Cleanser_Equipped = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_1 = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_2 = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_3 = 0>>
<<set $SW_Freqblade_Knife_Equipped to 0>>
<<set $SW_Overcharged_Tazer_Equipped to 0>>
<<set $SW_Riot_Grenade_Printer_Equipped to 0>>
<<set $SW_Cybuckler_Equipped to 0>>
<<set $SW_DEFF_Ray_Equipped to 0>>
<<set $SW_Resolver_Equipped to 0>>
<<set $A_Impact_Vest_Equipped = 0>>
<<set $A_Security_Armour_Overlay_Equipped = 0>>
<<set $A_Reactive_Biosuit_Equipped = 0>>
<<set $CL_Breaching_Wear_Equipped = 0>>
<<set $CL_Starslave_Bikini_Equipped = 0>>
<<set $CL_Security_Uniform_Equipped = 0>>
<<set $AC_Breaching_Jacket_Equipped = 0>>
<<set $AC_Gas_Mask_Equipped = 0>>
<<set $AC_TALE_Device_Equipped = 0>>
<<set $AC_Fang_Necklace_Equipped = 0>>
<<set $AC_Obsidian_Ring_Equipped = 0>>
<<set $Health_Potion_Position = 0>>
<<set $C_Health_Potion = 0>>
<<set $Pain_Relief_Position = 0>>
<<set $C_Pain_Relief = 0>>
<<set $Smartpick_Position = 0>>
<<set $C_Smartpick = 0>>
<<set $Dataprick_Position = 0>>
<<set $C_Dataprick = 0>>
<<set $Smart_Bandage_Position = 0>>
<<set $C_Smart_Bandage = 0>>
<<set $Gold_Nugget_Position = 0>>
<<set $C_Gold_Nugget = 0>>
<<set $Acid_Grenade_Position = 0>>
<<set $C_Acid_Grenade = 0>>
<<set $Redline_Position = 0>>
<<set $C_Redline = 0>>
<<set $Glow_Shard_Position = 0>>
<<set $C_Glow_Shard = 0>>
<<set $Sober_Strobe_Position = 0>>
<<set $C_Sober_Strobe = 0>>
<<set $Glow_Crystal_Position = 0>>
<<set $C_Glow_Crystal = 0>>
<<set $Silence_Thought_Position = 0>>
<<set $C_Silence_Thought = 0>>
<<set $Smart_Pill_Position = 0>>
<<set $C_Smart_Pill = 0>>
<<set $Portable_MediStation_Position = 0>>
<<set $C_Portable_MediStation = 0>>
<<set $Energized_Throwing_Knife_Position = 0>>
<<set $C_Energized_Throwing_Knife = 0>>
<<set $Unstable_Power_Core_Position = 0>>
<<set $C_Unstable_Power_Core = 0>>
<<set $Leathegg_Position = 0>>
<<set $C_Leathegg = 0>>
<<set $Medi_Drone_Position = 0>>
<<set $C_Medi_Drone = 0>>
<<set $Glob_Core_Position = 0>>
<<set $C_Glob_Core = 0>>
<<set $Active_Glob_Core_Position = 0>>
<<set $C_Active_Glob_Core = 0>>
<<set $Ransacked_Medkit_Position = 0>>
<<set $C_Ransacked_Medkit= 0>>
<<set $Sneerz_Soda_Position = 0>>
<<set $C_Sneerz_Soda = 0>>
<<set $Tentakoyaki_Flavour_Chips_Position = 0>>
<<set $C_Tentakoyaki_Flavour_Chips = 0>>
<<set $Used_TentaCan_Position = 0>>
<<set $C_Used_TentaCan = 0>>
<<set $Paravine_Position = 0>>
<<set $C_Paravine = 0>>
<<set $Writhing_Tentacle_Position = 0>>
<<set $C_Writhing_Tentacle = 0>>
<<set $Glob_Gloop_Position = 0>>
<<set $C_Glob_Gloop = 0>>
<<set $Busted_Terminal_Position = 0>>
<<set $C_Busted_Terminal = 0>>
<<set $Bio_Sample_Position = 0>>
<<set $C_Bio_Sample = 0>>
<<set $Snapper_Flower_Position = 0>>
<<set $C_Snapper_Flower = 0>>
<<set $Incredibly_Poisonous_Mushroom_Position = 0>>
<<set $C_Incredibly_Poisonous_Mushroom = 0>>
<<set $Goop_Cube_Position = 0>>
<<set $C_Goop_Cube = 0>>
<<set $Suspiciously_Green_Liquid_Position = 0>>
<<set $C_Suspiciously_Green_Liquid = 0>>
<<set $Expectedly_Pink_Liquid_Position = 0>>
<<set $C_Expectedly_Pink_Liquid = 0>>
<<set $Ruined_Floor_Tile_Position = 0>>
<<set $C_Ruined_Floor_Tile = 0>>
<<set $Chewed_Up_Keycard_Position = 0>>
<<set $C_Chewed_Up_Keycard = 0>>
<<set $Broken_Chain_Position = 0>>
<<set $C_Broken_Chain = 0>>
<<set $Level_1_Keycard_Position = 0>>
<<set $C_Level_1_Keycard = 0>>
<<set $Level_1_Keycard_Position = 0>>
<<set $C_Level_2_Keycard = 0>>
<<set $Territorial_Acid_Position = 0>>
<<set $C_Territorial_Acid = 0>>
<<set $Orange_Canister_Position = 0>>
<<set $C_Orange_Canister = 0>>
<<set $Yellow_Canister_Position = 0>>
<<set $C_Yellow_Canister = 0>>
<<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Zipper_Arm_Cannon_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Zipper_Arm_Cannon_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Zipper_Arm_Cannon_Equipped to 1>>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Equipped_Icon>>
<<set $I_W_P to $Zipper_Arm_Cannon_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "'Zipper' Arm Cannon">>
<<set $Player_weapon_main_damage_type = "energy">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "arm cannon">>
<<set $Player_weapon_main_damage_range = "1d6">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d6">>
<<set $Player_weapon_main_attack_type = "Tricky">>
<<set $Player_weapon_main_accuracy_bonus = 2>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Double_Tap to 1>>
<<set $WSA_Charge_Shot to 1>>
<<if $W_Zipper_Arm_Cannon_Mod_1 is 1>>
<<set $Player_weapon_main_damage_type_2 = "heat">>
<</if>>
<<if $W_Zipper_Arm_Cannon_Mod_2 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 1>>
<</if>>
<<if $W_Zipper_Arm_Cannon_Mod_3 is 1>>
<<set $WSA_Smartlink to 1>>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Zipper Arm Cannon">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Zipper_Arm_Cannon_Equipped to 0>>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_P to $Zipper_Arm_Cannon_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Zipper Arm Cannon">><</replace>>
<</link>>
<</if>>
<</nobr>> <<set $Player_weapon_main = "bare hands">>
<<set $Player_weapon_main_damage_type = "blunt">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archtype = "fists">>
<<set $Player_weapon_main_damage_range = "1d4">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d4">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Aimed_Shot to 0>>
<<set $WSA_Ammunition_Dump to 0>>
<<set $WSA_Burst_Shot to 0>>
<<set $WSA_Charge_Shot to 0>>
<<set $WSA_Double_Tap to 0>>
<<set $WSA_Explosive_Round to 0>>
<<set $WSA_Flamethrower to 0>>
<<set $WSA_Flare to 0>>
<<set $WSA_Homerun to 0>>
<<set $WSA_Incineration_Cannon to 0>>
<<set $WSA_Rocket_Swing to 0>>
<<set $WSA_Skullcrush to 0>>
<<set $WSA_Smartlink to 0>>
<<set $WSA_Near to 0>>
<<set $WSA_Far to 0>>
<<set $WSA_Cryoshot to 0>>
<<set $WSA_Soft_Sludge to 0>>
<<set $WSA_Homing_Blast to 0>>
<<set $WSA_Double_Nock to 0>>
<<if $W_EXAMPLE_Equipped is 1>>
<<set $W_EXAMPLE_Equipped to 0>>
<<set $I_W_I_U to $EXAMPLE_Icon>>
<<set $I_W_P to $EXAMPLE_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Zipper_Arm_Cannon_Equipped is 1>>
<<set $W_Zipper_Arm_Cannon_Equipped to 0>>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_P to $Zipper_Arm_Cannon_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Portable_Hull_Cleanser_Equipped is 1>>
<<set $W_Portable_Hull_Cleanser_Equipped to 0>>
<<set $I_W_I_U to $Portable_Hull_Cleanser_Icon>>
<<set $I_W_P to $Portable_Hull_Cleanser_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Flakks_Cannon_Equipped is 1>>
<<set $W_Flakks_Cannon_Equipped to 0>>
<<set $I_W_I_U to $Flakks_Cannon_Icon>>
<<set $I_W_P to $Flakks_Cannon_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Torch_Kanabo_Equipped is 1>>
<<set $W_Torch_Kanabo_Equipped to 0>>
<<set $I_W_I_U to $Torch_Kanabo_Icon>>
<<set $I_W_P to $Torch_Kanabo_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Bug_Hunter_Equipped is 1>>
<<set $W_Bug_Hunter_Equipped to 0>>
<<set $I_W_I_U to $Bug_Hunter_Icon>>
<<set $I_W_P to $Bug_Hunter_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Truthseeker_Smartbow_Equipped is 1>>
<<set $W_Truthseeker_Smartbow_Equipped to 0>>
<<set $I_W_I_U to $Truthseeker_Smartbow_Icon>>
<<set $I_W_P to $Truthseeker_Smartbow_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $W_Shredder_Rifle_Equipped is 1>>
<<set $W_Shredder_Rifle_Equipped to 0>>
<<set $I_W_I_U to $Shredder_Rifle_Icon>>
<<set $I_W_P to $Shredder_Rifle_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<set $SA_Aimed_Shot to 0>>
<<set $SA_Ammunition_Dump to 0>>
<<set $SA_Burst_Shot to 0>>
<<set $SA_Charge_Shot to 0>>
<<set $SA_Double_Tap to 0>>
<<set $SA_Explosive_Round to 0>>
<<set $SA_Flamethrower to 0>>
<<set $SA_Flare to 0>>
<<set $SA_Homerun to 0>>
<<set $SA_Incineration_Cannon to 0>>
<<set $SA_Rocket_Swing to 0>>
<<set $SA_Skullcrush to 0>>
<<set $SA_Smart_Link to 0>>
<<set $Smart_Link_Cooldown to 0>>
<<set $swSA_Irritant to 0>>
<<set $swSA_Slash to 0>>
<<set $swSA_Stab to 0>>
<<set $swSA_Taze to 0>>
<<set $Core_Push_Cooldown to 0>><<nobr>>
<<if $I_W_P is 1>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 2>>
<<set $I_W_2 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 3>>
<<set $I_W_3 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 4>>
<<set $I_W_4 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 5>>
<<set $I_W_5 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 6>>
<<set $I_W_6 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 7>>
<<set $I_W_7 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 8>>
<<set $I_W_8 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 9>>
<<set $I_W_9 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 10>>
<<set $I_W_10 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 11>>
<<set $I_W_11 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 12>>
<<set $I_W_12 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 13>>
<<set $I_W_13 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 14>>
<<set $I_W_14 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 15>>
<<set $I_W_15 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 16>>
<<set $I_W_16 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 17>>
<<set $I_W_17 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 18>>
<<set $I_W_18 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 19>>
<<set $I_W_19 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 20>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 21>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 22>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 23>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 24>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 25>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 26>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 27>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 28>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 29>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_W_P is 30>>
<<set $I_W_1 to $I_W_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<</nobr>> <<set $Player_weapon_sub = "bare hands">>
<<set $Player_weapon_sub_damage_type = "blunt">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archtype = "fists">>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Slash to 0>>
<<set $swSA_Stab to 0>>
<<set $swSA_Taze to 0>>
<<set $swSA_Irritant to 0>>
<<set $swSA_Bash to 0>>
<<set $swSA_Heat_Ray to 0>>
<<set $swSA_Stun_Ray to 0>>
<<set $swSA_Blaster to 0>>
<<set $swSA_Bullet_Rain to 0>>
<<if $SW_Freqblade_Knife_Equipped is 1>>
<<set $SW_Freqblade_Knife_Equipped to 0>>
<<set $I_SW_I_U to $Freqblade_Knife_Icon>>
<<set $I_SW_P to $Freqblade_Knife_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>>
<<if $SW_Overcharged_Tazer_Equipped is 1>>
<<set $SW_Overcharged_Tazer_Equipped to 0>>
<<set $I_SW_I_U to $Overcharged_Tazer_Icon>>
<<set $I_SW_P to $Overcharged_Tazer_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>>
<<if $SW_Riot_Grenade_Printer_Equipped is 1>>
<<set $SW_Riot_Grenade_Printer_Equipped to 0>>
<<set $I_SW_I_U to $Riot_Grenade_Printer_Icon>>
<<set $I_SW_P to $Riot_Grenade_Printer_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>>
<<if $SW_Cybuckler_Equipped is 1>>
<<set $SW_Cybuckler_Equipped to 0>>
<<set $I_SW_I_U to $Cybuckler_Icon>>
<<set $I_SW_P to $Cybuckler_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>>
<<if $SW_DEFF_Ray_Equipped is 1>>
<<set $SW_DEFF_Ray_Equipped to 0>>
<<set $I_SW_I_U to $DEFF_Ray_Icon>>
<<set $I_SW_P to $DEFF_Ray_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>>
<<if $SW_Resolver_Equipped is 1>>
<<set $SW_Resolver_Equipped to 0>>
<<set $I_SW_I_U to $Resolver_Icon>>
<<set $I_SW_P to $Resolver_Position>>
<<include "Subweapon Icon Equip Changer">>
<</if>><<nobr>>
<<if $I_A_P is 1>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 2>>
<<set $I_A_2 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 3>>
<<set $I_A_3 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 4>>
<<set $I_A_4 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 5>>
<<set $I_A_5 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 6>>
<<set $I_A_6 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 7>>
<<set $I_A_7 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 8>>
<<set $I_A_8 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 9>>
<<set $I_A_9 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 10>>
<<set $I_A_10 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 11>>
<<set $I_A_11 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 12>>
<<set $I_A_12 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 13>>
<<set $I_A_13 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 14>>
<<set $I_A_14 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 15>>
<<set $I_A_15 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 16>>
<<set $I_A_16 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 17>>
<<set $I_A_17 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 18>>
<<set $I_A_18 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 19>>
<<set $I_A_19 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 20>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 21>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 22>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 23>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 24>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 25>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 26>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 27>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 28>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 29>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_A_P is 30>>
<<set $I_A_1 to $I_A_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<</nobr>><<set $Player_armour = "lack of armour">>
<<set $Player_armour_verbose = "total lack of armour">>
<<set $Player_armour_on = 0>>
<<set $Player_armour_defence = 0>>
<<set $Player_armour_dodge = 0>>
<<set $Player_armour_sexy = 0>>
<<set $Player_armour_badass = 0>>
<<set $Player_shield_armour = 0>>
<<set $Player_armour_resist_poison = 0>>
<<set $Player_armour_resist_burn = 0>>
<<set $Player_armour_resist_freeze = 0>>
<<set $Player_armour_resist_paralyze = 0>>
<<set $Player_armour_resist_silence = 0>>
<<set $Player_armour_resist_bleed = 0>>
<<set $Player_armour_resist_confuse = 0>>
<<set $Player_armour_resist_petrify = 0>>
<<set $Player_armour_resist_blind = 0>>
<<set $Player_armour_resist_soft = 0>>
<<set $Player_armour_resist_charm = 0>>
<<set $Player_armour_resist_drain = 0>>
<<set $Player_armour_resist_disable = 0>>
<<set $Player_armour_resist_clot = 0>>
<<set $Player_armour_resist_curse = 0>>
<<set $Player_armour_resist_oil = 0>>
<<set $Player_armour_resist_chill = 0>>
<<set $Player_armour_resist_infirm = 0>>
<<set $Player_armour_resist_glue = 0>>
<<set $Player_armour_resist_bogged_down = 0>>
<<set $Player_armour_resist_drowning = 0>>
<<set $Player_armour_resist_choking = 0>>
<<set $Player_armour_resist_concussion = 0>>
<<set $Player_armour_blunt = 0>>
<<set $Player_armour_piercing = 0>>
<<set $Player_armour_slashing = 0>>
<<set $Player_armour_fire = 0>>
<<set $Player_armour_elec = 0>>
<<set $Player_armour_ice = 0>>
<<set $Player_armour_poison = 0>>
<<set $Player_armour_holy = 0>>
<<set $Player_armour_void = 0>>
<<set $Player_armour_earth = 0>>
<<set $Player_armour_water = 0>>
<<set $Player_armour_wind = 0>>
<<set $Player_armour_emp = 0>>
<<set $Player_armour_sonic = 0>>
<<set $Player_armour_energy = 0>>
<<set $Player_armour_acid = 0>>
<<set $Player_armour_radiation = 0>>
<<set $Player_armour_strength = 0>>
<<set $Player_armour_agility = 0>>
<<set $Player_armour_wits = 0>>
<<set $Player_armour_toughness = 0>>
<<set $Player_armour_damage = 0>>
<<set $Player_armour_accuracy = 0>>
<<set $Player_armour_armour_penetration = 0>>
<<set $Player_armour_dice_bonus = 0>>
<<if $A_EXAMPLE_Equipped is 1>>
<<set $A_EXAMPLE_Equipped to 0>>
<<set $I_A_I_U to $EXAMPLE_Icon>>
<<set $I_A_P to $EXAMPLE_Position>>
<<include "Armour Icon Equip Changer">>
<</if>>
<<if $A_Impact_Vest_Equipped is 1>>
<<set $A_Impact_Vest_Equipped to 0>>
<<set $I_A_I_U to $Impact_Vest_Icon>>
<<set $I_A_P to $Impact_Vest_Position>>
<<include "Armour Icon Equip Changer">>
<</if>>
<<if $A_Security_Armour_Overlay_Equipped is 1>>
<<set $A_Security_Armour_Overlay_Equipped to 0>>
<<set $I_A_I_U to $Security_Armour_Overlay_Icon>>
<<set $I_A_P to $Security_Armour_Overlay_Position>>
<<include "Weapon Icon Equip Changer">>
<</if>>
<<if $A_Reactive_Biosuit_Equipped is 1>>
<<set $A_Reactive_Biosuit_Equipped to 0>>
<<set $I_A_I_U to $Reactive_Biosuit_Icon>>
<<set $I_A_P to $Reactive_Biosuit_Position>>
<<include "Armour Icon Equip Changer">>
<</if>>
<<nobr>>
<<if $I_SW_P is 1>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 2>>
<<set $I_SW_2 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 3>>
<<set $I_SW_3 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 4>>
<<set $I_SW_4 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 5>>
<<set $I_SW_5 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 6>>
<<set $I_SW_6 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 7>>
<<set $I_SW_7 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 8>>
<<set $I_SW_8 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 9>>
<<set $I_SW_9 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 10>>
<<set $I_SW_10 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 11>>
<<set $I_SW_11 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 12>>
<<set $I_SW_12 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 13>>
<<set $I_SW_13 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 14>>
<<set $I_SW_14 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 15>>
<<set $I_SW_15 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 16>>
<<set $I_SW_16 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 17>>
<<set $I_SW_17 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 18>>
<<set $I_SW_18 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 19>>
<<set $I_SW_19 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 20>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 21>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 22>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 23>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 24>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 25>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 26>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 27>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 28>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 29>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_SW_P is 30>>
<<set $I_SW_1 to $I_SW_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<</nobr>><<set $Player_outfit = "underwear">>
<<set $Player_outfit_on = "no">>
<<set $Player_outfit_sexy = 2>>
<<set $Player_outfit_badass = 0>>
<<set $Player_outfit_description = "Mio is wearing nothing at all! Well, almost. She has a pair of simple panties and a sports-style bra, the former black and the latter black and white with an angular design that imitates circuitry. MERCANOIDs never used to bother with these, but since they became a requirement, work-bay maintenance distraction accidents have been cut by a third.">>
<<set $Player_outfit_top = "bra">>
<<set $Player_outfit_bottom = "panties">>
<<set $Player_outfit_legs = "bare legs">>
<<set $Player_outfit_boots = "bare feet">>
<<set $Player_outfit_arms = "bare arms">>
<<set $Player_outfit_gloves = "bare hands">>
<<if $CL_EXAMPLE_Equipped is 1>>
<<set $CL_EXAMPLE_Equipped to 0>>
<<set $I_CL_I_U to $EXAMPLE_Icon>>
<<set $I_CL_P to $EXAMPLE_Position>>
<<include "Clothing Icon Equip Changer">>
<</if>>
<<if $CL_Breaching_Wear_Equipped is 1>>
<<set $CL_Breaching_Wear_Equipped to 0>>
<<set $I_CL_I_U to $Breaching_Wear_Icon>>
<<set $I_CL_P to $Breaching_Wear_Position>>
<<include "Clothing Icon Equip Changer">>
<</if>>
<<if $CL_Starslave_Bikini_Equipped is 1>>
<<set $CL_Starslave_Bikini_Equipped to 0>>
<<set $I_CL_I_U to $Starslave_Bikini_Icon>>
<<set $I_CL_P to $Starslave_Bikini_Position>>
<<include "Clothing Icon Equip Changer">>
<</if>>
<<if $CL_Security_Uniform_Equipped is 1>>
<<set $CL_Security_Uniform_Equipped to 0>>
<<set $I_CL_I_U to $Security_Uniform_Icon>>
<<set $I_CL_P to $Security_Uniform_Position>>
<<include "Clothing Icon Equip Changer">>
<</if>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drown_resist_accessory = 0>>
<<set $Player_choke_resist_accessory = 0>>
<<set $Player_concuss_resist_accessory = 0>>
<<set $Player_blunt_accessory = 0>>
<<set $Player_piercing_accessory = 0>>
<<set $Player_slashing_accessory = 0>>
<<set $Player_fire_accessory = 0>>
<<set $Player_elec_accessory = 0>>
<<set $Player_ice_accessory = 0>>
<<set $Player_poison_accessory = 0>>
<<set $Player_holy_accessory = 0>>
<<set $Player_void_accessory = 0>>
<<set $Player_earth_accessory = 0>>
<<set $Player_water_accessory = 0>>
<<set $Player_wind_accessory = 0>>
<<set $Player_emp_accessory = 0>>
<<set $Player_sonic_accessory = 0>>
<<set $Player_energy_accessory = 0>>
<<set $Player_acid_accessory = 0>>
<<set $Player_radiation_accessory = 0>>
<<set $Player_strength_accessory = 0>>
<<set $Player_agility_accessory = 0>>
<<set $Player_wits_accessory = 0>>
<<set $Player_toughness_accessory = 0>>
<<set $Player_damage_accessory = 0>>
<<set $Player_dodge_accessory = 0>>
<<set $Player_defence_accessory = 0>>
<<set $Player_accuracy_accessory = 0>>
<<set $Player_armour_penetration_accessory = 0>>
<<set $Player_dice_bonus_accessory = 0>>
<<set $Player_shield_accessory to 0>>
<<if $AC_Breaching_Jacket_Equipped is 1>>
<<set $AC_Breaching_Jacket_Equipped to 0>>
<<set $I_AC_I_U to $Breaching_Jacket_Icon>>
<<set $I_AC_P to $Breaching_Jacket_Position>>
<<include "Accessory Icon Equip Changer">>
<</if>>
<<if $AC_Gas_Mask_Equipped is 1>>
<<set $AC_Gas_Mask_Equipped to 0>>
<<set $I_AC_I_U to $Gas_Mask_Icon>>
<<set $I_AC_P to $Gas_Mask_Position>>
<<include "Accessory Icon Equip Changer">>
<</if>>
<<if $AC_TALE_Device_Equipped is 1>>
<<set $AC_TALE_Device_Equipped to 0>>
<<set $I_AC_I_U to $TALE_Device_Icon>>
<<set $I_AC_P to $TALE_Device_Position>>
<<include "Accessory Icon Equip Changer">>
<</if>>
<<if $AC_Fang_Necklace_Equipped is 1>>
<<set $AC_Fang_Necklace_Equipped to 0>>
<<set $I_AC_I_U to $Fang_Necklace_Icon>>
<<set $I_AC_P to $Fang_Necklace_Position>>
<<include "Accessory Icon Equip Changer">>
<</if>>
<<if $AC_Obsidian_Ring_Equipped is 1>>
<<set $AC_Obsidian_Ring_Equipped to 0>>
<<set $I_AC_I_U to $Obsidian_Ring_Icon>>
<<set $I_AC_P to $Obsidian_Ring_Position>>
<<include "Accessory Icon Equip Changer">>
<</if>>
<<nobr>>
<<if $I_AC_P is 1>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 2>>
<<set $I_AC_2 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 3>>
<<set $I_AC_3 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 4>>
<<set $I_AC_4 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 5>>
<<set $I_AC_5 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 6>>
<<set $I_AC_6 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 7>>
<<set $I_AC_7 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 8>>
<<set $I_AC_8 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 9>>
<<set $I_AC_9 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 10>>
<<set $I_AC_10 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 11>>
<<set $I_AC_11 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 12>>
<<set $I_AC_12 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 13>>
<<set $I_AC_13 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 14>>
<<set $I_AC_14 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 15>>
<<set $I_AC_15 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 16>>
<<set $I_AC_16 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 17>>
<<set $I_AC_17 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 18>>
<<set $I_AC_18 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 19>>
<<set $I_AC_19 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 20>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 21>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 22>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 23>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 24>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 25>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 26>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 27>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 28>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 29>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_AC_P is 30>>
<<set $I_AC_1 to $I_AC_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<</nobr>><<nobr>>
<<if $I_CL_P is 1>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 2>>
<<set $I_CL_2 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 3>>
<<set $I_CL_3 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 4>>
<<set $I_CL_4 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 5>>
<<set $I_CL_5 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 6>>
<<set $I_CL_6 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 7>>
<<set $I_CL_7 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 8>>
<<set $I_CL_8 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 9>>
<<set $I_CL_9 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 10>>
<<set $I_CL_10 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 11>>
<<set $I_CL_11 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 12>>
<<set $I_CL_12 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 13>>
<<set $I_CL_13 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 14>>
<<set $I_CL_14 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 15>>
<<set $I_CL_15 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 16>>
<<set $I_CL_16 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 17>>
<<set $I_CL_17 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 18>>
<<set $I_CL_18 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 19>>
<<set $I_CL_19 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 20>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 21>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 22>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 23>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 24>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 25>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 26>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 27>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 28>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 29>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<<elseif $I_CL_P is 30>>
<<set $I_CL_1 to $I_CL_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<</nobr>><<nobr>>
<<if $Actual_damage_range is "1d4">>
<<set $Player_damageroll to dice('1d4')>>
<<elseif $Actual_damage_range is "1d6">>
<<set $Player_damageroll to dice('1d6')>>
<<elseif $Actual_damage_range is "1d8">>
<<set $Player_damageroll to dice('1d8')>>
<<elseif $Actual_damage_range is "1d10">>
<<set $Player_damageroll to dice('1d10')>>
<<elseif $Actual_damage_range is "1d12">>
<<set $Player_damageroll to dice('1d12')>>
<<elseif $Actual_damage_range is "1d16">>
<<set $Player_damageroll to dice('1d16')>>
<<elseif $Actual_damage_range is "1d20">>
<<set $Player_damageroll to dice('1d20')>>
<<elseif $Actual_damage_range is "2d2">>
<<set $Player_damageroll to dice('2d2')>>
<<elseif $Actual_damage_range is "3d2">>
<<set $Player_damageroll to dice('3d2')>>
<<elseif $Actual_damage_range is "4d2">>
<<set $Player_damageroll to dice('4d2')>>
<<elseif $Actual_damage_range is "5d2">>
<<set $Player_damageroll to dice('5d2')>>
<<elseif $Actual_damage_range is "6d2">>
<<set $Player_damageroll to dice('6d2')>>
<<elseif $Actual_damage_range is "2d3">>
<<set $Player_damageroll to dice('2d3')>>
<<elseif $Actual_damage_range is "3d3">>
<<set $Player_damageroll to dice('3d3')>>
<<elseif $Actual_damage_range is "4d3">>
<<set $Player_damageroll to dice('4d3')>>
<<elseif $Actual_damage_range is "5d3">>
<<set $Player_damageroll to dice('5d3')>>
<<elseif $Actual_damage_range is "6d3">>
<<set $Player_damageroll to dice('6d3')>>
<<elseif $Actual_damage_range is "2d4">>
<<set $Player_damageroll to dice('2d4')>>
<<elseif $Actual_damage_range is "3d4">>
<<set $Player_damageroll to dice('3d4')>>
<<elseif $Actual_damage_range is "4d4">>
<<set $Player_damageroll to dice('4d4')>>
<<elseif $Actual_damage_range is "5d4">>
<<set $Player_damageroll to dice('5d4')>>
<<elseif $Actual_damage_range is "6d4">>
<<set $Player_damageroll to dice('6d4')>>
<<elseif $Actual_damage_range is "2d5">>
<<set $Player_damageroll to dice('2d5')>>
<<elseif $Actual_damage_range is "3d5">>
<<set $Player_damageroll to dice('3d5')>>
<<elseif $Actual_damage_range is "4d5">>
<<set $Player_damageroll to dice('4d5')>>
<<elseif $Actual_damage_range is "5d5">>
<<set $Player_damageroll to dice('5d5')>>
<<elseif $Actual_damage_range is "6d5">>
<<set $Player_damageroll to dice('6d5')>>
<<elseif $Actual_damage_range is "2d5">>
<<set $Player_damageroll to dice('2d5')>>
<<elseif $Actual_damage_range is "3d5">>
<<set $Player_damageroll to dice('3d5')>>
<<elseif $Actual_damage_range is "4d5">>
<<set $Player_damageroll to dice('4d5')>>
<<elseif $Actual_damage_range is "5d5">>
<<set $Player_damageroll to dice('5d5')>>
<<elseif $Actual_damage_range is "6d5">>
<<set $Player_damageroll to dice('6d5')>>
<<elseif $Actual_damage_range is "2d6">>
<<set $Player_damageroll to dice('2d6')>>
<<elseif $Actual_damage_range is "3d6">>
<<set $Player_damageroll to dice('3d6')>>
<<elseif $Actual_damage_range is "4d6">>
<<set $Player_damageroll to dice('4d6')>>
<<elseif $Actual_damage_range is "5d6">>
<<set $Player_damageroll to dice('5d6')>>
<<elseif $Actual_damage_range is "6d6">>
<<set $Player_damageroll to dice('6d6')>>
<<elseif $Actual_damage_range is "1d4 + 1d6">>
<<set $Player_damageroll to dice('1d4')>>
<<set $Player_dicetemp to dice('1d6')>>
<<set $Player_damageroll to $Player_damageroll + $Player_dicetemp>>
<<elseif $Actual_damage_range is "1d6 + 1d8">>
<<set $Player_damageroll to dice('1d6')>>
<<set $Player_dicetemp to dice('1d8')>>
<<set $Player_damageroll to $Player_damageroll + $Player_dicetemp>>
<<else>>
<<set $Player_damageroll to dice('1d4')>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_dice to dice('1d20')>>
<<set $Player_accuracy to $Player_dice>>
<<if $Player_morale < 20>>
<<set $Player_special_ability_damage to $Player_special_ability_damage - 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy - 1>>
<</if>>
<<if $Player_morale < 40>>
<<set $Player_special_ability_damage to $Player_special_ability_damage - 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy - 1>>
<</if>>
<<if $Player_morale > 60>>
<<set $Player_special_ability_damage to $Player_special_ability_damage + 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy + 1>>
<</if>>
<<if $Player_morale > 80>>
<<set $Player_special_ability_damage to $Player_special_ability_damage + 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy + 1>>
<</if>>
<<if $Player_actual_attack_modifier === "keen" or $Player_actual_attack_modifier_2 === "keen">>
<<set $Player_dice to $Player_dice + 1>>
<</if>>
<<set $Player_dice to $Player_dice + $Player_special_ability_dice_bonus>>
<<set $Player_dice to $Player_dice + $Player_lock_on_bonus>>
<<set $Player_accuracy to $Player_accuracy + $Player_weapon_main_accuracy_bonus>>
<<set $Player_accuracy to $Player_accuracy - $Enemy_dodge_buff>>
<<set $Player_accuracy to $Player_accuracy + $Player_special_ability_accuracy>>
<<set $Player_accuracy to $Player_accuracy - $Player_concussion_severity>>
<<set $Player_accuracy to $Player_accuracy - $Enemy_attack_dodge>>
<<set $Player_accuracy to $Player_accuracy + $Player_food_accuracy>>
<<set $Player_accuracy to $Player_accuracy + $Player_accessory_accuracy>>
<<set $Player_accuracy to $Player_accuracy * $Player_special_ability_accuracy_multiplier>>
<<if $Player_bogged_down > 0>>
<<set $Player_accuracy to $Player_accuracy - 3>>
<</if>>
<<if $Enemy_bogged_down > 0>>
<<set $Player_accuracy to $Player_accuracy + 3>>
<</if>>
<<if $Smart_Link_Cooldown gte 3>>
<<set $Player_accuracy to $Player_accuracy + 2>>
<</if>>
<<set $Player_damage to $Player_attack>>
<<set $Player_damage to $Player_damage + $Player_damageroll>>
<<set $Player_damage to $Player_damage - $Player_concussion_severity>>
<<if $Actual_attack_type is "Forceful" or $Actual_attack_type is "forceful">>
<<set $Player_damage to $Player_damage + $Player_strength_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_strength_total>>
<<set $Player_temp to $Player_agility_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_wits_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<<elseif $Actual_attack_type is "Agile" or $Actual_attack_type is "agile">>
<<set $Player_damage to $Player_damage + $Player_agility_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_agility_total>>
<<set $Player_temp to $Player_wits_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_strength_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<<elseif $Actual_attack_type is "Tricky" or $Actual_attack_type is "tricky">>
<<set $Player_damage to $Player_damage + $Player_wits_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_wits_total>>
<<set $Player_temp to $Player_strength_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_agility_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<</if>>
<<set $Player_damage to $Player_damage + $Player_special_ability_damage>>
<<set $Player_damage to $Player_damage + $Player_food_damage>>
<<if $Player_OFOH_Damage > 0>>
<<set $Player_damage to $Player_damage + $Player_OFOH_Damage>>
<<set $Player_OFOH_Damage to 0>>
<</if>>
<<if $Redline_Cooldown > 0>>
<<set $Player_damage to $Player_damage + dice('1d3')>>
<</if>>
<<set $Player_damage to $Player_damage * $Player_special_ability_damage_multiplier>>
<<include "Combat Enemy Armour Calculation">>
<<set $Enemy_dodgeroll = $Enemy_dodge>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Enemy_agility>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Enemy_agility_decay_buff>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Player_blinded>>
<<include "Combat Player Element Attack Check">>
<<if $Player_damage < 1>>
<<set $Player_damage to 1>>
<</if>>
<<if $Player_dice lte 0>>
<<set $Player_success to 0>>
<<elseif $Player_dice gte 20>>
<<set $Player_success to 2>>
<<elseif $Player_accuracy gte $Enemy_dodgeroll or $Enemy_frozen > 0>>
<<set $Player_success to 1>>
<<elseif $Player_accuracy < $Enemy_dodgeroll>>
<<set $Player_success to 0>>
<</if>>
<<set $Enemy_hp_adjust to $Player_damage / -1>>
<</nobr>><<nobr>>
<<set $Enemy_armour_total to 0>>
<<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_attack_def>>
<<set $Enemy_armour_total to $Enemy_toughness_total + $Enemy_defend_defence>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Actual_armour_penetration>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_armour_decay_buff>>
<<set $Enemy_armour_decay_buff to Math.clamp($Enemy_armour_decay_buff - 1, 0, 99)>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_accessory_armour_penetration>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_food_armour_penetration>>
<<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_petrified_bonus>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_soft>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_special_ability_armour_penetration>>
<<if $Enemy_armour_total lte -5>>
<<set $Player_damage to $Player_damage * 1.5>>
<<elseif $Enemy_armour_total is -4>>
<<set $Player_damage to $Player_damage * 1.4>>
<<elseif $Enemy_armour_total is -3>>
<<set $Player_damage to $Player_damage * 1.3>>
<<elseif $Enemy_armour_total is -2>>
<<set $Player_damage to $Player_damage * 1.2>>
<<elseif $Enemy_armour_total is -1>>
<<set $Player_damage to $Player_damage * 1.1>>
<<elseif $Enemy_armour_total is 0>>
<<set $Player_damage to $Player_damage * 1>>
<<elseif $Enemy_armour_total is 1>>
<<set $Player_damage to $Player_damage * 0.9>>
<<elseif $Enemy_armour_total is 2>>
<<set $Player_damage to $Player_damage * 0.8>>
<<elseif $Enemy_armour_total is 3>>
<<set $Player_damage to $Player_damage * 0.75>>
<<elseif $Enemy_armour_total is 4>>
<<set $Player_damage to $Player_damage * 0.7>>
<<elseif $Enemy_armour_total is 5>>
<<set $Player_damage to $Player_damage * 0.65>>
<<elseif $Enemy_armour_total is 6>>
<<set $Player_damage to $Player_damage * 0.6>>
<<elseif $Enemy_armour_total is 7>>
<<set $Player_damage to $Player_damage * 0.55>>
<<elseif $Enemy_armour_total is 8>>
<<set $Player_damage to $Player_damage * 0.5>>
<<elseif $Enemy_armour_total is 9>>
<<set $Player_damage to $Player_damage * 0.45>>
<<elseif $Enemy_armour_total gte 10>>
<<set $Player_damage to $Player_damage * 0.4>>
<</if>>
<<set $Player_damage to $Player_damage + 0.0001>>
<<set $Player_damage to Math.round($Player_damage)>>
<</nobr>><<nobr>>
<<set $Player_element_effectiveness to 0>>
<<if $Actual_damage_type is "blunt" or $Actual_damage_type_2 is "blunt">>
<<if $Enemy_blunt is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_blunt is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "piercing" or $Actual_damage_type_2 is "piercing">>
<<if $Enemy_piercing is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_piercing is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "slashing" or $Actual_damage_type_2 is "slashing">>
<<if $Enemy_slashing is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_slashing is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "fire" or $Actual_damage_type_2 is "fire">>
<<if $Enemy_fire is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_fire is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "ice" or $Actual_damage_type_2 is "ice">>
<<if $Enemy_ice is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_ice is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "elec" or $Actual_damage_type_2 is "elec">>
<<if $Enemy_elec is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_elec is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "poison" or $Actual_damage_type_2 is "poison">>
<<if $Enemy_poison is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_poison is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "holy" or $Actual_damage_type_2 is "holy">>
<<if $Enemy_holy is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_holy is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "void" or $Actual_damage_type_2 is "void">>
<<if $Enemy_void is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_void is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "earth" or $Actual_damage_type_2 is "earth">>
<<if $Enemy_earth is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_earth is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "water" or $Actual_damage_type_2 is "water">>
<<if $Enemy_water is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_water is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "wind" or $Actual_damage_type_2 is "wind">>
<<if $Enemy_wind is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_wind is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "EMP" or $Actual_damage_type_2 is "EMP">>
<<if $Enemy_EMP is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_EMP is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "energy" or $Actual_damage_type_2 is "energy">>
<<if $Enemy_energy is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_energy is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "sonic" or $Actual_damage_type_2 is "sonic">>
<<if $Enemy_sonic is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_sonic is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "radiation" or $Actual_damage_type_2 is "radiation">>
<<if $Enemy_radiation is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_radiation is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "acid" or $Actual_damage_type_2 is "acid">>
<<if $Enemy_acid is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_acid is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<set $Player_damage to $Player_damage + 0.001>>
<<set $Player_damage to Math.round($Player_damage)>>
<</nobr>><<nobr>><<set $weapon to $Player_weapon_main>>
<<if $Player_weapon_main_archetype is "1h club">>
<<set $Player_attack_taunts = [ "$Player_alias strikes out with $her <<print $weapon>>!", "$Player_alias lunges to bash $Enemy_article with $her <<print $weapon>>!", "Squaring up $her shoulders, $Player_alias smashes $her $weapon down upon her foe!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "2h club">>
<<set $Player_attack_taunts = [ "$Player_alias heaves $her <<print $weapon>> up and goes to slam it down upon <<print $Enemy_article>>!", "$Player_alias grunts with the effort of raising $her $weapon up above $her head, then roars as $she brings it smashing down upon $Enemy_article with savage force!", "Performing a spin upon $her heels, $Player_alias builds up momentum to slug $Enemy_article with $her $weapon at full force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "1h blade">>
<<set $Player_attack_taunts = [ "$Player_alias stabs with $her <<print $weapon>>!", "$Player_alias feints $Enemy_article, cutting through the air before $her with a quick slash before following up with the true strike!", "Placing both hands upon the hilt of $her $weapon, $Player_alias drives it down upon $Enemy_article with savage force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "2h blade">>
<<set $Player_attack_taunts = [ "$Player_alias cleaves with $her <<print $weapon>>!", "$Player_alias raises $her $weapon towards the heavens then brings it down with a fierce chop unto <<print $Enemy_article>>!", "With both hands gripping the hilt of $her $weapon tightly, $Player_alias breaks into a charge and carries that momentum into a mighty swing towards <<print $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "axe">>
<<set $Player_attack_taunts = [ "$Player_alias performs a quick chop with $her <<= $weapon>>!", "$Player_alias bursts into a charge, spinning the shaft of $her $weapon to re-angle the head towards $her foe in a broad swing!", "Grunting with exertion, $Player_alias swings her $weapon up into the air, arches $her back, and then slams it down upon <<= $Enemy_article>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "gauntlets">>
<<set $Player_attack_taunts = [ "$Player_alias launches into a flurry of blows with $her <<= $weapon>>!", "$Player_alias attempts to pummel $Enemy_article with $her <<= $weapon>>!", "Aiming to break and bruise, $Player_alias swings wildly at $Enemy_article with $her armoured fists!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "spear">>
<<set $Player_attack_taunts = [ "$Player_alias steps forward with a lunge of $her <<= $weapon>>!", "With $her $weapon held before $herhim firmly, $Player_alias breaks into a charge!", "$Player_alias spins $her $weapon by the shaft, drags the pointy end low, then brings it up in a full-body thrust!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy blade">>
<<set $Player_attack_taunts = [ "$Player_alias slashes with $her <<= $weapon>>!", "With the glow of $her $weapon casting $her features in shade, $Player_alias swipes with her <<= $weapon>>!", "<<= $Player_alias>>'s weapon flares brightly as she swings it towards <<= $Enemy_article>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug pistol">>
<<set $Player_attack_taunts = [ "$Player_alias clasps both hands upon the grip of $her $weapon to brace it before the air cracks with the BANG of a fired shot!", "Aiming down the sights, $Player_alias makes a shot!", "$Player_alias braces $herself and opens fire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug rifle">>
<<set $Player_attack_taunts = [ "Bracing $her $weapon against $her shoulder, $Player_alias opens fire!", "$Player_alias steadies <<= $herself>>, takes aim, and braces for the recoil as $she fires!", "Making a quick adjustment to the grip of $her <<= $weapon>>, $Player_alias stoops into a brief crouch to absorb the recoil of $her shot!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug shotgun">>
<<set $Player_attack_taunts = [ "$Player_alias jolts with the recoil of letting loose a blast from her <<= $weapon>>!", "A hand slides further down the grip to steady the $weapon before $Player_alias fires!", "Inhale, take aim, brace... and fire! $Player_alias grunts as the recoil punches back against <<= $her>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug sniper">>
<<set $Player_attack_taunts = [ "$Player_alias takes careful aim down the sights of $her <<= $weapon>>, exhales slowly, and fires.", "Allow the target to slip into your sights, rather than chasing their movements... $Player_alias patiently waits for $her opportunity to-- FIRE!", "Taking the briefest of moments to adjust the sights of $her <<= $weapon>>, $Player_alias quickly brings it up to aim and fires!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug submachinegun">>
<<set $Player_attack_taunts = [ "Gripping $her $weapon with white-knuckle tightness, $Player_alias unleashes a burst of gunfire!", "$Player_alias elects to hipfire $her $weapon to stay on the move!", "A spray of bullets is hosed from <<= $Player_alias>>'s <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug carbine">>
<<set $Player_attack_taunts = [ "$Player_alias wheels around with a tight grip on $her <<= $weapon>>, letting off a burst of shots!", "The air is ripped with gunfire from <<= $Player_alias>>'s <<= $weapon>>!", "Fire, move, fire, move! $Player_alias keeps quick on $her feet as she peppers $Enemy_article with gunfire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug machinegun">>
<<set $Player_attack_taunts = [ "$Player_alias hefts the weight of $her $weapon up to a proper firing position, $her surroundings strobing with rapid gunfire!", "$Player_alias breaks low into a crouch, stabilizing her $weapon to unleash a torrent of shots!", "The air is torn with a defeaning mechanical roar as $Player_alias unleashes hell from the barrel of $her <<= $weapon>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug heavy gun">>
<<set $Player_attack_taunts = [ "$Player_alias has to brace to stop $herself being pushed back with every shot of her <<= $weapon>>!", "The very air is shattered with every blast unleashed from <<= $Player_alias>>'s mighty <<= $weapon>>!", "Dust flies up and forms thick, choking clouds from the sheer reverb of firing the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug chaingun">>
<<set $Player_attack_taunts = [ "The $weapon whirs with a constant, menacing whine before it unleashes a shower of bullets.", "$Player_alias has to lunge with the weight of her $weapon to bring the business end around to pepper $Enemy_article with bullets.", "Holding down the trigger, $Player_alias unleashes armageddon upon <<= $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy pistol">>
<<set $Player_attack_taunts = [ "$Player_alias clasps both hands upon the grip of $her $weapon to brace it before the air cracks with the ZAP of a fired shot!", "Aiming down the sights, $Player_alias makes a shot!", "<<= $Player_alias>>'s $weapon emits a bright glow, charging up before she opens fire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy rifle">>
<<set $Player_attack_taunts = [ "Bringing $her $weapon against $her shoulder to aim, $Player_alias opens fire!", "$Player_alias steadies <<= $herself>>, takes aim, and shields $her eyes from the energized flash as $she fires!", "Making a quick adjustment to the grip of $her <<= $weapon>>, $Player_alias grins as the weapon's chamber glows brightly before unleashing a shot!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy shotgun">>
<<set $Player_attack_taunts = [ "$Player_alias grimaces with the bright cluster of flashes from letting loose a blast from her <<= $weapon>>!", "A hand slides further down the grip to better aim the $weapon before $Player_alias fires!", "Inhale, take aim, brace... and fire! $Player_alias grunts as a spread of fizzing energy bolts rip through the air!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy sniper">>
<<set $Player_attack_taunts = [ "$Player_alias takes careful aim down the sights of $her <<= $weapon>>, exhales slowly, and fires.", "Allow the target to slip into your sights, rather than chasing their movements... $Player_alias patiently waits for $her opportunity to-- ZAP!", "Taking the briefest of moments to adjust the sights of $her <<= $weapon>>, $Player_alias quickly brings it up to aim and fires a lance of energy!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy submachinegun">>
<<set $Player_attack_taunts = [ "Gripping $her $weapon with white-knuckle tightness, $Player_alias unleashes a burst of bolts!", "$Player_alias elects to hipfire $her $weapon to stay on the move!", "A spray of bolts is hosed from <<= $Player_alias>>'s <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy carbine">>
<<set $Player_attack_taunts = [ "$Player_alias wheels around with a tight grip on $her <<= $weapon>>, letting off a burst of bolts!", "The air is ripped with energy bolts from <<= $Player_alias>>'s <<= $weapon>>!", "Fire, move, fire, move! $Player_alias keeps quick on $her feet as she peppers $Enemy_article with energized gunfire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy machinegun">>
<<set $Player_attack_taunts = [ "$Player_alias hefts the weight of $her $weapon up to a proper firing position, $her surroundings strobing with rapid energy bolts!", "$Player_alias breaks low into a crouch, stabilizing her $weapon to unleash a torrent of bolts!", "The air is torn with a defeaning mechanical roar as $Player_alias unleashes hell from the barrel of $her <<= $weapon>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy heavy gun">>
<<set $Player_attack_taunts = [ "$Player_alias has to brace to stop $herself being pushed back with every shot of her <<= $weapon>>!", "Piercing, skin-tingling shrieks rend the air with every blast unleashed from <<= $Player_alias>>'s mighty <<= $weapon>>!", "sunspots dance in <<= $Player_alias>>'s eyes with each supernova flash of firing the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy chaingun">>
<<set $Player_attack_taunts = [ "The $weapon whirs with a constant, menacing whine before it unleashes a shower of bolts.", "$Player_alias has to lunge with the weight of her $weapon to bring the business end around to pepper $Enemy_article with bolts.", "Holding down the trigger, $Player_alias unleashes armageddon upon <<= $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "thrower">>
<<set $Player_attack_taunts = [ "$Player_alias grips $her $weapon carefully as she unleashes a torrent!", "After a careful check of pressure gauges and readings, $Player_alias braces $herself and holds down the trigger!", "$Player_alias lets loose a blast from her <<= $weapon>>" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "projector">>
<<set $Player_attack_taunts = [ "$Player_alias has to shield $her eyes as she unleashes a blast from $her <<= $weapon>>", "$Player_alias opens fire with the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "emitter">>
<<set $Player_attack_taunts = [ "$Player_alias feels a strange tingling on the back of $her neck as $her $weapon unleashes hell!", "$Player_alias emits a steady stream from her <<= $weapon>>" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "launcher">>
<<set $Player_attack_taunts = [ "$Player_alias has to take a moment to brace herself, but the force of the $weapon still staggers $her!", "Taking a deep breath, $Player_alias exhales sharply as her $weapon kicks with the force of firing!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "arm cannon">>
<<set $Player_attack_taunts = [ "$Player_alias hefts $her $weapon up with $her opposing hand, bracing it before $she opens fire!", "$Player_alias rends the air with blasts from $her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "dual swords">>
<<set $Player_attack_taunts = [ "$Player_alias is an intimidating sight as $she twirls both $weapon in deft hands, suddenly lunging in to strike <<= $Enemy_article>>!", "Twin whistles sing through the air as both $weapon are brought to bear down upon the foe!", "The $weapon briefly shriek against one another before they're swung out with force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "dual pistols">>
<<set $Player_attack_taunts = [ "$Player_alias unleashes a torrent of bullets from $her <<= $weapon>>!", "With a careful hold upon each grip, $Player_alias lets loose with shots from $her <<= $weapon>>!", "$Player_alias opens fire with both barrels!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "scythe">>
<<set $Player_attack_taunts = [ "$Player_alias brings $her $weapon down in a reaping swing!", "$Player_alias slides a hand up the shaft of $her <<= $weapon>>, gripping it tightly to slash it down in a wide, crescent arc.", "Light glints along the half-moon edge of the $weapon as $Player_alias attempts to cleave $Enemy_article with it!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "polearm">>
<<set $Player_attack_taunts = [ "$Player_alias jabs with $her <<= $weapon>>!", "$Player_alias goes to bonk $Enemy_article with a swing of $her <<= $weapon>>!", "Twirling her $weapon like a parade staff, $Player_alias puts on a distracting show before catching it in place and lunging in for a smash!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "claws">>
<<set $Player_attack_taunts = [ "$Player_alias lets rip with twinned slashes of her <<= $weapon>>!", "Cleaving through the air, $Player_alias attempts to slash <<= $Enemy_article>>!", "With cat-like grace, $Player_alias goes for a swipe of her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "chakrams">>
<<set $Player_attack_taunts = [ "Light glints from each blade as $Player_alias moves with the grace of a dancer to scissor-cleave $her $weapon down upon the <<= $Enemy_article>>!", "Swinging $her arms in a wide arc, $Player_alias lets slip one of her $weapon to fling it towards <<= $Enemy_article>>!", "Schwing! A $weapon flies loose in a crescent arc, aiming to cleave through $Enemy_article before it sails back into <<= $Player_alias>>'s waiting hand." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "throwing">>
<<set $Player_attack_taunts = [ "$Player_alias moves like a blur, arm whipping out to toss a <<= $weapon>>!", "With deft movements, $Player_alias unleashes a flurry of <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "whip">>
<<set $Player_attack_taunts = [ "$Player_alias spins, $her $weapon coiling around $her like a spring before she swings her arm up to bring it cracking down upon <<= $Enemy_article>>!", "With repeated strikes, $Player_alias makes a convincing imitation of gunfire each time the tip of her $weapon strikes $Enemy_article - or the air and ground around them!", "$Player_alias attempts to sting her foe with a crack of the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "crossbow">>
<<set $Player_attack_taunts = [ "Taking careful aim, $Player_alias grunts as a sharp-tipped bolt is slingshot from her <<= $weapon>>.", "C-TUNK! $Player_alias keeps one eye shut as the watches the bolt fly!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "bow and arrow">>
<<set $Player_attack_taunts = [ "Creaks and the subtle grind of shaft against the bracing of the bow... and THWIP- unleash!", "$Player_alias quick-nocks an arrow and lets fly with a sharp exhale!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "staff">>
<<set $Player_attack_taunts = [ "$Player_alias clutches her $weapon tightly, waving it in an arcane pattern to unleash a bolt of magic!", "Chanting under her breath, the tip of the $weapon glows as a simple concussive spell shrieks into being!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "magic ring">>
<<set $Player_attack_taunts = [ "$Player_alias whispers in tongues, pointing her ring-adorned finger towards <<= $Enemy_article>>... ZAP!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "spellbook">>
<<set $Player_attack_taunts = [ "Flipping through pages rapidly, $Player_alias traces the wording of a spell as she mouthes along, the spine of the $weapon glowing brightly... ZAP!", "With the spell already in mind, $Player_alias slams her $weapon shut, eyes glowing as it acts as a foci, her magic erupting from her eyes!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "bare hands">>
<<set $Player_attack_taunts = [ "$Player_alias attempts to pummel the foe with $her bare hands!", "$Player_alias tries to slug $Enemy_article with a thrown punch!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<else>>
<<set $Player_attack_taunts = [ "$Player_alias attacks with $her <<= $weapon>>!", "$Player_alias strikes $Enemy_article with $her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<</if>>
<</nobr>><<nobr>>
<<if $I_W_Move is 30>>
<<set $I_W_TEMP to $I_W_30>>
<<set $I_W_D_TEMP to $I_W_30_D>>
<<set $I_W_T_TEMP to $I_W_30_T>>
<<set $I_W_P to 29>>
<<set $I_W_30 to $I_W_29>>
<<set $I_W_30_D to $I_W_29_D>>
<<set $I_W_30_T to $I_W_29_T>>
<<set $I_W_Swap to 30>>
<<set $I_W_Target to $I_W_29_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_29 to $I_W_TEMP>>
<<set $I_W_29_D to $I_W_D_TEMP>>
<<set $I_W_29_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 29>>
<<set $I_W_TEMP to $I_W_29>>
<<set $I_W_D_TEMP to $I_W_29_D>>
<<set $I_W_T_TEMP to $I_W_29_T>>
<<set $I_W_P to 28>>
<<set $I_W_29 to $I_W_28>>
<<set $I_W_29_D to $I_W_28_D>>
<<set $I_W_29_T to $I_W_28_T>>
<<set $I_W_Swap to 29>>
<<set $I_W_Target to $I_W_28_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_28 to $I_W_TEMP>>
<<set $I_W_28_D to $I_W_D_TEMP>>
<<set $I_W_28_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 28>>
<<set $I_W_TEMP to $I_W_28>>
<<set $I_W_D_TEMP to $I_W_28_D>>
<<set $I_W_T_TEMP to $I_W_28_T>>
<<set $I_W_P to 27>>
<<set $I_W_28 to $I_W_27>>
<<set $I_W_28_D to $I_W_27_D>>
<<set $I_W_28_T to $I_W_27_T>>
<<set $I_W_Swap to 28>>
<<set $I_W_Target to $I_W_27_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_27 to $I_W_TEMP>>
<<set $I_W_27_D to $I_W_D_TEMP>>
<<set $I_W_27_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 27>>
<<set $I_W_TEMP to $I_W_27>>
<<set $I_W_D_TEMP to $I_W_27_D>>
<<set $I_W_T_TEMP to $I_W_27_T>>
<<set $I_W_P to 26>>
<<set $I_W_27 to $I_W_26>>
<<set $I_W_27_D to $I_W_26_D>>
<<set $I_W_27_T to $I_W_26_T>>
<<set $I_W_Swap to 27>>
<<set $I_W_Target to $I_W_26_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_26 to $I_W_TEMP>>
<<set $I_W_26_D to $I_W_D_TEMP>>
<<set $I_W_26_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 26>>
<<set $I_W_TEMP to $I_W_26>>
<<set $I_W_D_TEMP to $I_W_26_D>>
<<set $I_W_T_TEMP to $I_W_26_T>>
<<set $I_W_P to 25>>
<<set $I_W_26 to $I_W_25>>
<<set $I_W_26_D to $I_W_25_D>>
<<set $I_W_26_T to $I_W_25_T>>
<<set $I_W_Swap to 26>>
<<set $I_W_Target to $I_W_25_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_25 to $I_W_TEMP>>
<<set $I_W_25_D to $I_W_D_TEMP>>
<<set $I_W_25_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 25>>
<<set $I_W_TEMP to $I_W_25>>
<<set $I_W_D_TEMP to $I_W_25_D>>
<<set $I_W_T_TEMP to $I_W_25_T>>
<<set $I_W_P to 24>>
<<set $I_W_25 to $I_W_24>>
<<set $I_W_25_D to $I_W_24_D>>
<<set $I_W_25_T to $I_W_24_T>>
<<set $I_W_Swap to 25>>
<<set $I_W_Target to $I_W_24_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_24 to $I_W_TEMP>>
<<set $I_W_24_D to $I_W_D_TEMP>>
<<set $I_W_24_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 24>>
<<set $I_W_TEMP to $I_W_24>>
<<set $I_W_D_TEMP to $I_W_24_D>>
<<set $I_W_T_TEMP to $I_W_24_T>>
<<set $I_W_P to 23>>
<<set $I_W_24 to $I_W_23>>
<<set $I_W_24_D to $I_W_23_D>>
<<set $I_W_24_T to $I_W_23_T>>
<<set $I_W_Swap to 24>>
<<set $I_W_Target to $I_W_23_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_23 to $I_W_TEMP>>
<<set $I_W_23_D to $I_W_D_TEMP>>
<<set $I_W_23_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 23>>
<<set $I_W_TEMP to $I_W_23>>
<<set $I_W_D_TEMP to $I_W_23_D>>
<<set $I_W_T_TEMP to $I_W_23_T>>
<<set $I_W_P to 22>>
<<set $I_W_23 to $I_W_22>>
<<set $I_W_23_D to $I_W_22_D>>
<<set $I_W_23_T to $I_W_22_T>>
<<set $I_W_Swap to 23>>
<<set $I_W_Target to $I_W_22_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_22 to $I_W_TEMP>>
<<set $I_W_22_D to $I_W_D_TEMP>>
<<set $I_W_22_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 22>>
<<set $I_W_TEMP to $I_W_22>>
<<set $I_W_D_TEMP to $I_W_22_D>>
<<set $I_W_T_TEMP to $I_W_22_T>>
<<set $I_W_P to 21>>
<<set $I_W_22 to $I_W_21>>
<<set $I_W_22_D to $I_W_21_D>>
<<set $I_W_22_T to $I_W_21_T>>
<<set $I_W_Swap to 22>>
<<set $I_W_Target to $I_W_21_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_21 to $I_W_TEMP>>
<<set $I_W_21_D to $I_W_D_TEMP>>
<<set $I_W_21_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 21>>
<<set $I_W_TEMP to $I_W_21>>
<<set $I_W_D_TEMP to $I_W_21_D>>
<<set $I_W_T_TEMP to $I_W_21_T>>
<<set $I_W_P to 20>>
<<set $I_W_21 to $I_W_20>>
<<set $I_W_21_D to $I_W_20_D>>
<<set $I_W_21_T to $I_W_20_T>>
<<set $I_W_Swap to 21>>
<<set $I_W_Target to $I_W_20_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_20 to $I_W_TEMP>>
<<set $I_W_20_D to $I_W_D_TEMP>>
<<set $I_W_20_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 20>>
<<set $I_W_TEMP to $I_W_20>>
<<set $I_W_D_TEMP to $I_W_20_D>>
<<set $I_W_T_TEMP to $I_W_20_T>>
<<set $I_W_P to 19>>
<<set $I_W_20 to $I_W_19>>
<<set $I_W_20_D to $I_W_19_D>>
<<set $I_W_20_T to $I_W_19_T>>
<<set $I_W_Swap to 20>>
<<set $I_W_Target to $I_W_19_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_19 to $I_W_TEMP>>
<<set $I_W_19_D to $I_W_D_TEMP>>
<<set $I_W_19_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 19>>
<<set $I_W_TEMP to $I_W_19>>
<<set $I_W_D_TEMP to $I_W_19_D>>
<<set $I_W_T_TEMP to $I_W_19_T>>
<<set $I_W_P to 18>>
<<set $I_W_19 to $I_W_18>>
<<set $I_W_19_D to $I_W_18_D>>
<<set $I_W_19_T to $I_W_18_T>>
<<set $I_W_Swap to 19>>
<<set $I_W_Target to $I_W_18_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_18 to $I_W_TEMP>>
<<set $I_W_18_D to $I_W_D_TEMP>>
<<set $I_W_18_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 18>>
<<set $I_W_TEMP to $I_W_18>>
<<set $I_W_D_TEMP to $I_W_18_D>>
<<set $I_W_T_TEMP to $I_W_18_T>>
<<set $I_W_P to 17>>
<<set $I_W_18 to $I_W_17>>
<<set $I_W_18_D to $I_W_17_D>>
<<set $I_W_18_T to $I_W_17_T>>
<<set $I_W_Swap to 18>>
<<set $I_W_Target to $I_W_17_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_17 to $I_W_TEMP>>
<<set $I_W_17_D to $I_W_D_TEMP>>
<<set $I_W_17_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 17>>
<<set $I_W_TEMP to $I_W_17>>
<<set $I_W_D_TEMP to $I_W_17_D>>
<<set $I_W_T_TEMP to $I_W_17_T>>
<<set $I_W_P to 16>>
<<set $I_W_17 to $I_W_16>>
<<set $I_W_17_D to $I_W_16_D>>
<<set $I_W_17_T to $I_W_16_T>>
<<set $I_W_Swap to 17>>
<<set $I_W_Target to $I_W_16_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_16 to $I_W_TEMP>>
<<set $I_W_16_D to $I_W_D_TEMP>>
<<set $I_W_16_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 16>>
<<set $I_W_TEMP to $I_W_16>>
<<set $I_W_D_TEMP to $I_W_16_D>>
<<set $I_W_T_TEMP to $I_W_16_T>>
<<set $I_W_P to 15>>
<<set $I_W_16 to $I_W_15>>
<<set $I_W_16_D to $I_W_15_D>>
<<set $I_W_16_T to $I_W_15_T>>
<<set $I_W_Swap to 16>>
<<set $I_W_Target to $I_W_15_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_15 to $I_W_TEMP>>
<<set $I_W_15_D to $I_W_D_TEMP>>
<<set $I_W_15_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 15>>
<<set $I_W_TEMP to $I_W_15>>
<<set $I_W_D_TEMP to $I_W_15_D>>
<<set $I_W_T_TEMP to $I_W_15_T>>
<<set $I_W_P to 14>>
<<set $I_W_15 to $I_W_14>>
<<set $I_W_15_D to $I_W_14_D>>
<<set $I_W_15_T to $I_W_14_T>>
<<set $I_W_Swap to 15>>
<<set $I_W_Target to $I_W_14_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_14 to $I_W_TEMP>>
<<set $I_W_14_D to $I_W_D_TEMP>>
<<set $I_W_14_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 14>>
<<set $I_W_TEMP to $I_W_14>>
<<set $I_W_D_TEMP to $I_W_14_D>>
<<set $I_W_T_TEMP to $I_W_14_T>>
<<set $I_W_P to 13>>
<<set $I_W_14 to $I_W_13>>
<<set $I_W_14_D to $I_W_13_D>>
<<set $I_W_14_T to $I_W_13_T>>
<<set $I_W_Swap to 14>>
<<set $I_W_Target to $I_W_13_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_13 to $I_W_TEMP>>
<<set $I_W_13_D to $I_W_D_TEMP>>
<<set $I_W_13_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 13>>
<<set $I_W_TEMP to $I_W_13>>
<<set $I_W_D_TEMP to $I_W_13_D>>
<<set $I_W_T_TEMP to $I_W_13_T>>
<<set $I_W_P to 12>>
<<set $I_W_13 to $I_W_12>>
<<set $I_W_13_D to $I_W_12_D>>
<<set $I_W_13_T to $I_W_12_T>>
<<set $I_W_Swap to 13>>
<<set $I_W_Target to $I_W_12_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_12 to $I_W_TEMP>>
<<set $I_W_12_D to $I_W_D_TEMP>>
<<set $I_W_12_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 12>>
<<set $I_W_TEMP to $I_W_12>>
<<set $I_W_D_TEMP to $I_W_12_D>>
<<set $I_W_T_TEMP to $I_W_12_T>>
<<set $I_W_P to 11>>
<<set $I_W_12 to $I_W_11>>
<<set $I_W_12_D to $I_W_11_D>>
<<set $I_W_12_T to $I_W_11_T>>
<<set $I_W_Swap to 12>>
<<set $I_W_Target to $I_W_11_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_11 to $I_W_TEMP>>
<<set $I_W_11_D to $I_W_D_TEMP>>
<<set $I_W_11_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 11>>
<<set $I_W_TEMP to $I_W_11>>
<<set $I_W_D_TEMP to $I_W_11_D>>
<<set $I_W_T_TEMP to $I_W_11_T>>
<<set $I_W_P to 10>>
<<set $I_W_11 to $I_W_10>>
<<set $I_W_11_D to $I_W_10_D>>
<<set $I_W_11_T to $I_W_10_T>>
<<set $I_W_Swap to 11>>
<<set $I_W_Target to $I_W_10_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_10 to $I_W_TEMP>>
<<set $I_W_10_D to $I_W_D_TEMP>>
<<set $I_W_10_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 10>>
<<set $I_W_TEMP to $I_W_10>>
<<set $I_W_D_TEMP to $I_W_10_D>>
<<set $I_W_T_TEMP to $I_W_10_T>>
<<set $I_W_P to 9>>
<<set $I_W_10 to $I_W_9>>
<<set $I_W_10_D to $I_W_9_D>>
<<set $I_W_10_T to $I_W_9_T>>
<<set $I_W_Swap to 10>>
<<set $I_W_Target to $I_W_9_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_9 to $I_W_TEMP>>
<<set $I_W_9_D to $I_W_D_TEMP>>
<<set $I_W_9_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 9>>
<<set $I_W_TEMP to $I_W_9>>
<<set $I_W_D_TEMP to $I_W_9_D>>
<<set $I_W_T_TEMP to $I_W_9_T>>
<<set $I_W_P to 8>>
<<set $I_W_9 to $I_W_8>>
<<set $I_W_9_D to $I_W_8_D>>
<<set $I_W_9_T to $I_W_8_T>>
<<set $I_W_Swap to 9>>
<<set $I_W_Target to $I_W_8_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_8 to $I_W_TEMP>>
<<set $I_W_8_D to $I_W_D_TEMP>>
<<set $I_W_8_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 8>>
<<set $I_W_TEMP to $I_W_8>>
<<set $I_W_D_TEMP to $I_W_8_D>>
<<set $I_W_T_TEMP to $I_W_8_T>>
<<set $I_W_P to 7>>
<<set $I_W_8 to $I_W_7>>
<<set $I_W_8_D to $I_W_7_D>>
<<set $I_W_8_T to $I_W_7_T>>
<<set $I_W_Swap to 8>>
<<set $I_W_Target to $I_W_7_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_7 to $I_W_TEMP>>
<<set $I_W_7_D to $I_W_D_TEMP>>
<<set $I_W_7_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 7>>
<<set $I_W_TEMP to $I_W_7>>
<<set $I_W_D_TEMP to $I_W_7_D>>
<<set $I_W_T_TEMP to $I_W_7_T>>
<<set $I_W_P to 6>>
<<set $I_W_7 to $I_W_6>>
<<set $I_W_7_D to $I_W_6_D>>
<<set $I_W_7_T to $I_W_6_T>>
<<set $I_W_Swap to 7>>
<<set $I_W_Target to $I_W_6_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_6 to $I_W_TEMP>>
<<set $I_W_6_D to $I_W_D_TEMP>>
<<set $I_W_6_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 6>>
<<set $I_W_TEMP to $I_W_6>>
<<set $I_W_D_TEMP to $I_W_6_D>>
<<set $I_W_T_TEMP to $I_W_6_T>>
<<set $I_W_P to 5>>
<<set $I_W_6 to $I_W_5>>
<<set $I_W_6_D to $I_W_5_D>>
<<set $I_W_6_T to $I_W_5_T>>
<<set $I_W_Swap to 6>>
<<set $I_W_Target to $I_W_5_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_5 to $I_W_TEMP>>
<<set $I_W_5_D to $I_W_D_TEMP>>
<<set $I_W_5_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 5>>
<<set $I_W_TEMP to $I_W_5>>
<<set $I_W_D_TEMP to $I_W_5_D>>
<<set $I_W_T_TEMP to $I_W_5_T>>
<<set $I_W_P to 4>>
<<set $I_W_5 to $I_W_4>>
<<set $I_W_5_D to $I_W_4_D>>
<<set $I_W_5_T to $I_W_4_T>>
<<set $I_W_Swap to 5>>
<<set $I_W_Target to $I_W_4_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_4 to $I_W_TEMP>>
<<set $I_W_4_D to $I_W_D_TEMP>>
<<set $I_W_4_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 4>>
<<set $I_W_TEMP to $I_W_4>>
<<set $I_W_D_TEMP to $I_W_4_D>>
<<set $I_W_T_TEMP to $I_W_4_T>>
<<set $I_W_P to 3>>
<<set $I_W_4 to $I_W_3>>
<<set $I_W_4_D to $I_W_3_D>>
<<set $I_W_4_T to $I_W_3_T>>
<<set $I_W_Swap to 4>>
<<set $I_W_Target to $I_W_3_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_3 to $I_W_TEMP>>
<<set $I_W_3_D to $I_W_D_TEMP>>
<<set $I_W_3_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 3>>
<<set $I_W_TEMP to $I_W_3>>
<<set $I_W_D_TEMP to $I_W_3_D>>
<<set $I_W_T_TEMP to $I_W_3_T>>
<<set $I_W_P to 2>>
<<set $I_W_3 to $I_W_2>>
<<set $I_W_3_D to $I_W_2_D>>
<<set $I_W_3_T to $I_W_2_T>>
<<set $I_W_Swap to 3>>
<<set $I_W_Target to $I_W_2_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_2 to $I_W_TEMP>>
<<set $I_W_2_D to $I_W_D_TEMP>>
<<set $I_W_2_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 2>>
<<set $I_W_TEMP to $I_W_2>>
<<set $I_W_D_TEMP to $I_W_2_D>>
<<set $I_W_T_TEMP to $I_W_2_T>>
<<set $I_W_P to 1>>
<<set $I_W_2 to $I_W_1>>
<<set $I_W_2_D to $I_W_1_D>>
<<set $I_W_2_T to $I_W_1_T>>
<<set $I_W_Swap to 2>>
<<set $I_W_Target to $I_W_1_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_1 to $I_W_TEMP>>
<<set $I_W_1_D to $I_W_D_TEMP>>
<<set $I_W_1_T to $I_W_T_TEMP>>
<</if>>
<<if $I_W_Move is 1>>
<<set $I_W_TEMP to $I_W_1>>
<<set $I_W_D_TEMP to $I_W_1_D>>
<<set $I_W_T_TEMP to $I_W_1_T>>
<<set $I_W_P to 30>>
<<set $I_W_1 to $I_W_30>>
<<set $I_W_1_D to $I_W_30_D>>
<<set $I_W_1_T to $I_W_30_T>>
<<set $I_W_Swap to 1>>
<<set $I_W_Target to $I_W_30_T>>
<<include "Inventory Weapon Swap">>
<<set $I_W_30 to $I_W_TEMP>>
<<set $I_W_30_D to $I_W_D_TEMP>>
<<set $I_W_30_T to $I_W_T_TEMP>>
<</if>>
<<set $I_W_Move to $I_W_Move - 1>>
<<if $I_W_Move lte 0>>
<<set $I_W_Move to 30>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $Inventory_w_slots_filled to $Inventory_w_slots_filled - 1>>
<<if $Weapon_Remove_Position is 1>>
<<set $I_W_1 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 2>>
<<set $I_W_2 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 3>>
<<set $I_W_3 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 4>>
<<set $I_W_4 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 5>>
<<set $I_W_5 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 6>>
<<set $I_W_6 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 7>>
<<set $I_W_7 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 8>>
<<set $I_W_8 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 9>>
<<set $I_W_9 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 10>>
<<set $I_W_10 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 11>>
<<set $I_W_11 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 12>>
<<set $I_W_12 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 13>>
<<set $I_W_13 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 14>>
<<set $I_W_14 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 15>>
<<set $I_W_15 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 16>>
<<set $I_W_16 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 17>>
<<set $I_W_17 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 18>>
<<set $I_W_18 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 19>>
<<set $I_W_19 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 20>>
<<set $I_W_20 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 21>>
<<set $I_W_21 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 22>>
<<set $I_W_22 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 23>>
<<set $I_W_23 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 24>>
<<set $I_W_24 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 25>>
<<set $I_W_25 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 26>>
<<set $I_W_26 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 27>>
<<set $I_W_27 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 28>>
<<set $I_W_28 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 29>>
<<set $I_W_29 to "empty">>
<</if>>
<<if $Weapon_Remove_Position is 30>>
<<set $I_W_30 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Inventory_sw_slots_filled gte 20>>
<<set $Inventory_sw_full to 1>>
<<else>>
<<set $Inventory_sw_full to 0>>
<<set $Inventory_sw_slots_filled to $Inventory_sw_slots_filled + 1>>
<</if>>
<<if $I_SW_1 is "empty">>
<<set $I_SW_1 to $I_SW_Temp>>
<<set $I_SW_1_D to $I_SW_D_Temp>>
<<set $I_SW_1_T to $I_SW_T_Temp>>
<<set $I_SW_P to 1>>
<<elseif $I_SW_2 is "empty">>
<<set $I_SW_2 to $I_SW_Temp>>
<<set $I_SW_2_D to $I_SW_D_Temp>>
<<set $I_SW_2_T to $I_SW_T_Temp>>
<<set $I_SW_P to 2>>
<<elseif $I_SW_3 is "empty">>
<<set $I_SW_3 to $I_SW_Temp>>
<<set $I_SW_3_D to $I_SW_D_Temp>>
<<set $I_SW_3_T to $I_SW_T_Temp>>
<<set $I_SW_P to 3>>
<<elseif $I_SW_4 is "empty">>
<<set $I_SW_4 to $I_SW_Temp>>
<<set $I_SW_4_D to $I_SW_D_Temp>>
<<set $I_SW_4_T to $I_SW_T_Temp>>
<<set $I_SW_P to 4>>
<<elseif $I_SW_5 is "empty">>
<<set $I_SW_5 to $I_SW_Temp>>
<<set $I_SW_5_D to $I_SW_D_Temp>>
<<set $I_SW_5_T to $I_SW_T_Temp>>
<<set $I_SW_P to 5>>
<<elseif $I_SW_6 is "empty">>
<<set $I_SW_6 to $I_SW_Temp>>
<<set $I_SW_6_D to $I_SW_D_Temp>>
<<set $I_SW_6_T to $I_SW_T_Temp>>
<<set $I_SW_P to 6>>
<<elseif $I_SW_7 is "empty">>
<<set $I_SW_7 to $I_SW_Temp>>
<<set $I_SW_7_D to $I_SW_D_Temp>>
<<set $I_SW_7_T to $I_SW_T_Temp>>
<<set $I_SW_P to 7>>
<<elseif $I_SW_8 is "empty">>
<<set $I_SW_8 to $I_SW_Temp>>
<<set $I_SW_8_D to $I_SW_D_Temp>>
<<set $I_SW_8_T to $I_SW_T_Temp>>
<<set $I_SW_P to 8>>
<<elseif $I_SW_9 is "empty">>
<<set $I_SW_9 to $I_SW_Temp>>
<<set $I_SW_9_D to $I_SW_D_Temp>>
<<set $I_SW_9_T to $I_SW_T_Temp>>
<<set $I_SW_P to 9>>
<<elseif $I_SW_10 is "empty">>
<<set $I_SW_10 to $I_SW_Temp>>
<<set $I_SW_10_D to $I_SW_D_Temp>>
<<set $I_SW_10_T to $I_SW_T_Temp>>
<<set $I_SW_P to 10>>
<<elseif $I_SW_11 is "empty">>
<<set $I_SW_11 to $I_SW_Temp>>
<<set $I_SW_11_D to $I_SW_D_Temp>>
<<set $I_SW_11_T to $I_SW_T_Temp>>
<<set $I_SW_P to 11>>
<<elseif $I_SW_12 is "empty">>
<<set $I_SW_12 to $I_SW_Temp>>
<<set $I_SW_12_D to $I_SW_D_Temp>>
<<set $I_SW_12_T to $I_SW_T_Temp>>
<<set $I_SW_P to 12>>
<<elseif $I_SW_13 is "empty">>
<<set $I_SW_13 to $I_SW_Temp>>
<<set $I_SW_13_D to $I_SW_D_Temp>>
<<set $I_SW_13_T to $I_SW_T_Temp>>
<<set $I_SW_P to 13>>
<<elseif $I_SW_14 is "empty">>
<<set $I_SW_14 to $I_SW_Temp>>
<<set $I_SW_14_D to $I_SW_D_Temp>>
<<set $I_SW_14_T to $I_SW_T_Temp>>
<<set $I_SW_P to 14>>
<<elseif $I_SW_15 is "empty">>
<<set $I_SW_15 to $I_SW_Temp>>
<<set $I_SW_15_D to $I_SW_D_Temp>>
<<set $I_SW_15_T to $I_SW_T_Temp>>
<<set $I_SW_P to 15>>
<<elseif $I_SW_16 is "empty">>
<<set $I_SW_16 to $I_SW_Temp>>
<<set $I_SW_16_D to $I_SW_D_Temp>>
<<set $I_SW_16_T to $I_SW_T_Temp>>
<<set $I_SW_P to 16>>
<<elseif $I_SW_17 is "empty">>
<<set $I_SW_17 to $I_SW_Temp>>
<<set $I_SW_17_D to $I_SW_D_Temp>>
<<set $I_SW_17_T to $I_SW_T_Temp>>
<<set $I_SW_P to 17>>
<<elseif $I_SW_18 is "empty">>
<<set $I_SW_18 to $I_SW_Temp>>
<<set $I_SW_18_D to $I_SW_D_Temp>>
<<set $I_SW_18_T to $I_SW_T_Temp>>
<<set $I_SW_P to 18>>
<<elseif $I_SW_19 is "empty">>
<<set $I_SW_19 to $I_SW_Temp>>
<<set $I_SW_19_D to $I_SW_D_Temp>>
<<set $I_SW_19_T to $I_SW_T_Temp>>
<<set $I_SW_P to 19>>
<<elseif $I_SW_20 is "empty">>
<<set $I_SW_20 to $I_SW_Temp>>
<<set $I_SW_20_D to $I_SW_D_Temp>>
<<set $I_SW_20_T to $I_SW_T_Temp>>
<<set $I_SW_P to 20>>
<</if>>
<<set $inventory_pane to "subweapons">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_SW_Move is 20>>
<<set $I_SW_TEMP to $I_SW_20>>
<<set $I_SW_D_TEMP to $I_SW_20_D>>
<<set $I_SW_T_TEMP to $I_SW_20_T>>
<<set $I_SW_P to 19>>
<<set $I_SW_20 to $I_SW_19>>
<<set $I_SW_20_D to $I_SW_19_D>>
<<set $I_SW_20_T to $I_SW_19_T>>
<<set $I_SW_Swap to 20>>
<<set $I_SW_Target to $I_SW_19_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_19 to $I_SW_TEMP>>
<<set $I_SW_19_D to $I_SW_D_TEMP>>
<<set $I_SW_19_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 19>>
<<set $I_SW_TEMP to $I_SW_19>>
<<set $I_SW_D_TEMP to $I_SW_19_D>>
<<set $I_SW_T_TEMP to $I_SW_19_T>>
<<set $I_SW_P to 18>>
<<set $I_SW_19 to $I_SW_18>>
<<set $I_SW_19_D to $I_SW_18_D>>
<<set $I_SW_19_T to $I_SW_18_T>>
<<set $I_SW_Swap to 19>>
<<set $I_SW_Target to $I_SW_18_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_18 to $I_SW_TEMP>>
<<set $I_SW_18_D to $I_SW_D_TEMP>>
<<set $I_SW_18_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 18>>
<<set $I_SW_TEMP to $I_SW_18>>
<<set $I_SW_D_TEMP to $I_SW_18_D>>
<<set $I_SW_T_TEMP to $I_SW_18_T>>
<<set $I_SW_P to 17>>
<<set $I_SW_18 to $I_SW_17>>
<<set $I_SW_18_D to $I_SW_17_D>>
<<set $I_SW_18_T to $I_SW_17_T>>
<<set $I_SW_Swap to 18>>
<<set $I_SW_Target to $I_SW_17_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_17 to $I_SW_TEMP>>
<<set $I_SW_17_D to $I_SW_D_TEMP>>
<<set $I_SW_17_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 17>>
<<set $I_SW_TEMP to $I_SW_17>>
<<set $I_SW_D_TEMP to $I_SW_17_D>>
<<set $I_SW_T_TEMP to $I_SW_17_T>>
<<set $I_SW_P to 16>>
<<set $I_SW_17 to $I_SW_16>>
<<set $I_SW_17_D to $I_SW_16_D>>
<<set $I_SW_17_T to $I_SW_16_T>>
<<set $I_SW_Swap to 17>>
<<set $I_SW_Target to $I_SW_16_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_16 to $I_SW_TEMP>>
<<set $I_SW_16_D to $I_SW_D_TEMP>>
<<set $I_SW_16_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 16>>
<<set $I_SW_TEMP to $I_SW_16>>
<<set $I_SW_D_TEMP to $I_SW_16_D>>
<<set $I_SW_T_TEMP to $I_SW_16_T>>
<<set $I_SW_P to 15>>
<<set $I_SW_16 to $I_SW_15>>
<<set $I_SW_16_D to $I_SW_15_D>>
<<set $I_SW_16_T to $I_SW_15_T>>
<<set $I_SW_Swap to 16>>
<<set $I_SW_Target to $I_SW_15_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_15 to $I_SW_TEMP>>
<<set $I_SW_15_D to $I_SW_D_TEMP>>
<<set $I_SW_15_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 15>>
<<set $I_SW_TEMP to $I_SW_15>>
<<set $I_SW_D_TEMP to $I_SW_15_D>>
<<set $I_SW_T_TEMP to $I_SW_15_T>>
<<set $I_SW_P to 14>>
<<set $I_SW_15 to $I_SW_14>>
<<set $I_SW_15_D to $I_SW_14_D>>
<<set $I_SW_15_T to $I_SW_14_T>>
<<set $I_SW_Swap to 15>>
<<set $I_SW_Target to $I_SW_14_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_14 to $I_SW_TEMP>>
<<set $I_SW_14_D to $I_SW_D_TEMP>>
<<set $I_SW_14_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 14>>
<<set $I_SW_TEMP to $I_SW_14>>
<<set $I_SW_D_TEMP to $I_SW_14_D>>
<<set $I_SW_T_TEMP to $I_SW_14_T>>
<<set $I_SW_P to 13>>
<<set $I_SW_14 to $I_SW_13>>
<<set $I_SW_14_D to $I_SW_13_D>>
<<set $I_SW_14_T to $I_SW_13_T>>
<<set $I_SW_Swap to 14>>
<<set $I_SW_Target to $I_SW_13_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_13 to $I_SW_TEMP>>
<<set $I_SW_13_D to $I_SW_D_TEMP>>
<<set $I_SW_13_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 13>>
<<set $I_SW_TEMP to $I_SW_13>>
<<set $I_SW_D_TEMP to $I_SW_13_D>>
<<set $I_SW_T_TEMP to $I_SW_13_T>>
<<set $I_SW_P to 12>>
<<set $I_SW_13 to $I_SW_12>>
<<set $I_SW_13_D to $I_SW_12_D>>
<<set $I_SW_13_T to $I_SW_12_T>>
<<set $I_SW_Swap to 13>>
<<set $I_SW_Target to $I_SW_12_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_12 to $I_SW_TEMP>>
<<set $I_SW_12_D to $I_SW_D_TEMP>>
<<set $I_SW_12_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 12>>
<<set $I_SW_TEMP to $I_SW_12>>
<<set $I_SW_D_TEMP to $I_SW_12_D>>
<<set $I_SW_T_TEMP to $I_SW_12_T>>
<<set $I_SW_P to 11>>
<<set $I_SW_12 to $I_SW_11>>
<<set $I_SW_12_D to $I_SW_11_D>>
<<set $I_SW_12_T to $I_SW_11_T>>
<<set $I_SW_Swap to 12>>
<<set $I_SW_Target to $I_SW_11_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_11 to $I_SW_TEMP>>
<<set $I_SW_11_D to $I_SW_D_TEMP>>
<<set $I_SW_11_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 11>>
<<set $I_SW_TEMP to $I_SW_11>>
<<set $I_SW_D_TEMP to $I_SW_11_D>>
<<set $I_SW_T_TEMP to $I_SW_11_T>>
<<set $I_SW_P to 10>>
<<set $I_SW_11 to $I_SW_10>>
<<set $I_SW_11_D to $I_SW_10_D>>
<<set $I_SW_11_T to $I_SW_10_T>>
<<set $I_SW_Swap to 11>>
<<set $I_SW_Target to $I_SW_10_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_10 to $I_SW_TEMP>>
<<set $I_SW_10_D to $I_SW_D_TEMP>>
<<set $I_SW_10_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 10>>
<<set $I_SW_TEMP to $I_SW_10>>
<<set $I_SW_D_TEMP to $I_SW_10_D>>
<<set $I_SW_T_TEMP to $I_SW_10_T>>
<<set $I_SW_P to 9>>
<<set $I_SW_10 to $I_SW_9>>
<<set $I_SW_10_D to $I_SW_9_D>>
<<set $I_SW_10_T to $I_SW_9_T>>
<<set $I_SW_Swap to 10>>
<<set $I_SW_Target to $I_SW_9_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_9 to $I_SW_TEMP>>
<<set $I_SW_9_D to $I_SW_D_TEMP>>
<<set $I_SW_9_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 9>>
<<set $I_SW_TEMP to $I_SW_9>>
<<set $I_SW_D_TEMP to $I_SW_9_D>>
<<set $I_SW_T_TEMP to $I_SW_9_T>>
<<set $I_SW_P to 8>>
<<set $I_SW_9 to $I_SW_8>>
<<set $I_SW_9_D to $I_SW_8_D>>
<<set $I_SW_9_T to $I_SW_8_T>>
<<set $I_SW_Swap to 9>>
<<set $I_SW_Target to $I_SW_8_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_8 to $I_SW_TEMP>>
<<set $I_SW_8_D to $I_SW_D_TEMP>>
<<set $I_SW_8_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 8>>
<<set $I_SW_TEMP to $I_SW_8>>
<<set $I_SW_D_TEMP to $I_SW_8_D>>
<<set $I_SW_T_TEMP to $I_SW_8_T>>
<<set $I_SW_P to 7>>
<<set $I_SW_8 to $I_SW_7>>
<<set $I_SW_8_D to $I_SW_7_D>>
<<set $I_SW_8_T to $I_SW_7_T>>
<<set $I_SW_Swap to 8>>
<<set $I_SW_Target to $I_SW_7_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_7 to $I_SW_TEMP>>
<<set $I_SW_7_D to $I_SW_D_TEMP>>
<<set $I_SW_7_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 7>>
<<set $I_SW_TEMP to $I_SW_7>>
<<set $I_SW_D_TEMP to $I_SW_7_D>>
<<set $I_SW_T_TEMP to $I_SW_7_T>>
<<set $I_SW_P to 6>>
<<set $I_SW_7 to $I_SW_6>>
<<set $I_SW_7_D to $I_SW_6_D>>
<<set $I_SW_7_T to $I_SW_6_T>>
<<set $I_SW_Swap to 7>>
<<set $I_SW_Target to $I_SW_6_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_6 to $I_SW_TEMP>>
<<set $I_SW_6_D to $I_SW_D_TEMP>>
<<set $I_SW_6_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 6>>
<<set $I_SW_TEMP to $I_SW_6>>
<<set $I_SW_D_TEMP to $I_SW_6_D>>
<<set $I_SW_T_TEMP to $I_SW_6_T>>
<<set $I_SW_P to 5>>
<<set $I_SW_6 to $I_SW_5>>
<<set $I_SW_6_D to $I_SW_5_D>>
<<set $I_SW_6_T to $I_SW_5_T>>
<<set $I_SW_Swap to 6>>
<<set $I_SW_Target to $I_SW_5_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_5 to $I_SW_TEMP>>
<<set $I_SW_5_D to $I_SW_D_TEMP>>
<<set $I_SW_5_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 5>>
<<set $I_SW_TEMP to $I_SW_5>>
<<set $I_SW_D_TEMP to $I_SW_5_D>>
<<set $I_SW_T_TEMP to $I_SW_5_T>>
<<set $I_SW_P to 4>>
<<set $I_SW_5 to $I_SW_4>>
<<set $I_SW_5_D to $I_SW_4_D>>
<<set $I_SW_5_T to $I_SW_4_T>>
<<set $I_SW_Swap to 5>>
<<set $I_SW_Target to $I_SW_4_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_4 to $I_SW_TEMP>>
<<set $I_SW_4_D to $I_SW_D_TEMP>>
<<set $I_SW_4_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 4>>
<<set $I_SW_TEMP to $I_SW_4>>
<<set $I_SW_D_TEMP to $I_SW_4_D>>
<<set $I_SW_T_TEMP to $I_SW_4_T>>
<<set $I_SW_P to 3>>
<<set $I_SW_4 to $I_SW_3>>
<<set $I_SW_4_D to $I_SW_3_D>>
<<set $I_SW_4_T to $I_SW_3_T>>
<<set $I_SW_Swap to 4>>
<<set $I_SW_Target to $I_SW_3_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_3 to $I_SW_TEMP>>
<<set $I_SW_3_D to $I_SW_D_TEMP>>
<<set $I_SW_3_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 3>>
<<set $I_SW_TEMP to $I_SW_3>>
<<set $I_SW_D_TEMP to $I_SW_3_D>>
<<set $I_SW_T_TEMP to $I_SW_3_T>>
<<set $I_SW_P to 2>>
<<set $I_SW_3 to $I_SW_2>>
<<set $I_SW_3_D to $I_SW_2_D>>
<<set $I_SW_3_T to $I_SW_2_T>>
<<set $I_SW_Swap to 3>>
<<set $I_SW_Target to $I_SW_2_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_2 to $I_SW_TEMP>>
<<set $I_SW_2_D to $I_SW_D_TEMP>>
<<set $I_SW_2_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 2>>
<<set $I_SW_TEMP to $I_SW_2>>
<<set $I_SW_D_TEMP to $I_SW_2_D>>
<<set $I_SW_T_TEMP to $I_SW_2_T>>
<<set $I_SW_P to 1>>
<<set $I_SW_2 to $I_SW_1>>
<<set $I_SW_2_D to $I_SW_1_D>>
<<set $I_SW_2_T to $I_SW_1_T>>
<<set $I_SW_Swap to 2>>
<<set $I_SW_Target to $I_SW_1_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_1 to $I_SW_TEMP>>
<<set $I_SW_1_D to $I_SW_D_TEMP>>
<<set $I_SW_1_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 1>>
<<set $I_SW_TEMP to $I_SW_1>>
<<set $I_SW_D_TEMP to $I_SW_1_D>>
<<set $I_SW_T_TEMP to $I_SW_1_T>>
<<set $I_SW_P to 30>>
<<set $I_SW_1 to $I_SW_20>>
<<set $I_SW_1_D to $I_SW_20_D>>
<<set $I_SW_1_T to $I_SW_20_T>>
<<set $I_SW_Swap to 1>>
<<set $I_SW_Target to $I_SW_20_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_20 to $I_SW_TEMP>>
<<set $I_SW_20_D to $I_SW_D_TEMP>>
<<set $I_SW_20_T to $I_SW_T_TEMP>>
<</if>>
<<set $I_SW_Move to $I_SW_Move - 1>>
<<if $I_SW_Move lte 0>>
<<set $I_SW_Move to 20>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_SW_Target is "Keyblade">>
<<set $Subweapongoeshere_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "Freqblade Knife">>
<<set $Freqblade_Knife_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "Overcharged Taser">>
<<set $Overcharged_Taser_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "Riot Grenade Printer">>
<<set $Riot_Grenade_Printer_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "Cybuckler">>
<<set $Cybuckler_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "DEFF Ray">>
<<set $DEFF_Ray_Position to $I_SW_Swap>>
<</if>>
<<if $I_SW_Target is "Resolver">>
<<set $Resolver_Position to $I_SW_Swap>>
<</if>>
<</nobr>><<nobr>>
<<if $I_SW_Move is 1>>
<<set $I_SW_TEMP to $I_SW_1>>
<<set $I_SW_D_TEMP to $I_SW_1_D>>
<<set $I_SW_T_TEMP to $I_SW_1_T>>
<<set $I_SW_P to 2>>
<<set $I_SW_1 to $I_SW_2>>
<<set $I_SW_1_D to $I_SW_2_D>>
<<set $I_SW_1_T to $I_SW_2_T>>
<<set $I_SW_Swap to 1>>
<<set $I_SW_Target to $I_SW_2_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_2 to $I_SW_TEMP>>
<<set $I_SW_2_D to $I_SW_D_TEMP>>
<<set $I_SW_2_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 2>>
<<set $I_SW_TEMP to $I_SW_2>>
<<set $I_SW_D_TEMP to $I_SW_2_D>>
<<set $I_SW_T_TEMP to $I_SW_2_T>>
<<set $I_SW_P to 3>>
<<set $I_SW_2 to $I_SW_3>>
<<set $I_SW_2_D to $I_SW_3_D>>
<<set $I_SW_2_T to $I_SW_3_T>>
<<set $I_SW_Swap to 2>>
<<set $I_SW_Target to $I_SW_3_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_3 to $I_SW_TEMP>>
<<set $I_SW_3_D to $I_SW_D_TEMP>>
<<set $I_SW_3_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 3>>
<<set $I_SW_TEMP to $I_SW_3>>
<<set $I_SW_D_TEMP to $I_SW_3_D>>
<<set $I_SW_T_TEMP to $I_SW_3_T>>
<<set $I_SW_P to 4>>
<<set $I_SW_3 to $I_SW_4>>
<<set $I_SW_3_D to $I_SW_4_D>>
<<set $I_SW_3_T to $I_SW_4_T>>
<<set $I_SW_Swap to 3>>
<<set $I_SW_Target to $I_SW_4_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_4 to $I_SW_TEMP>>
<<set $I_SW_4_D to $I_SW_D_TEMP>>
<<set $I_SW_4_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 4>>
<<set $I_SW_TEMP to $I_SW_4>>
<<set $I_SW_D_TEMP to $I_SW_4_D>>
<<set $I_SW_T_TEMP to $I_SW_4_T>>
<<set $I_SW_P to 5>>
<<set $I_SW_4 to $I_SW_5>>
<<set $I_SW_4_D to $I_SW_5_D>>
<<set $I_SW_4_T to $I_SW_5_T>>
<<set $I_SW_Swap to 4>>
<<set $I_SW_Target to $I_SW_5_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_5 to $I_SW_TEMP>>
<<set $I_SW_5_D to $I_SW_D_TEMP>>
<<set $I_SW_5_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 5>>
<<set $I_SW_TEMP to $I_SW_5>>
<<set $I_SW_D_TEMP to $I_SW_5_D>>
<<set $I_SW_T_TEMP to $I_SW_5_T>>
<<set $I_SW_P to 6>>
<<set $I_SW_5 to $I_SW_6>>
<<set $I_SW_5_D to $I_SW_6_D>>
<<set $I_SW_5_T to $I_SW_6_T>>
<<set $I_SW_Swap to 5>>
<<set $I_SW_Target to $I_SW_6_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_6 to $I_SW_TEMP>>
<<set $I_SW_6_D to $I_SW_D_TEMP>>
<<set $I_SW_6_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 6>>
<<set $I_SW_TEMP to $I_SW_6>>
<<set $I_SW_D_TEMP to $I_SW_6_D>>
<<set $I_SW_T_TEMP to $I_SW_6_T>>
<<set $I_SW_P to 7>>
<<set $I_SW_6 to $I_SW_7>>
<<set $I_SW_6_D to $I_SW_7_D>>
<<set $I_SW_6_T to $I_SW_7_T>>
<<set $I_SW_Swap to 6>>
<<set $I_SW_Target to $I_SW_7_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_7 to $I_SW_TEMP>>
<<set $I_SW_7_D to $I_SW_D_TEMP>>
<<set $I_SW_7_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 7>>
<<set $I_SW_TEMP to $I_SW_7>>
<<set $I_SW_D_TEMP to $I_SW_7_D>>
<<set $I_SW_T_TEMP to $I_SW_7_T>>
<<set $I_SW_P to 8>>
<<set $I_SW_7 to $I_SW_8>>
<<set $I_SW_7_D to $I_SW_8_D>>
<<set $I_SW_7_T to $I_SW_8_T>>
<<set $I_SW_Swap to 7>>
<<set $I_SW_Target to $I_SW_8_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_8 to $I_SW_TEMP>>
<<set $I_SW_8_D to $I_SW_D_TEMP>>
<<set $I_SW_8_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 8>>
<<set $I_SW_TEMP to $I_SW_8>>
<<set $I_SW_D_TEMP to $I_SW_8_D>>
<<set $I_SW_T_TEMP to $I_SW_8_T>>
<<set $I_SW_P to 9>>
<<set $I_SW_8 to $I_SW_9>>
<<set $I_SW_8_D to $I_SW_9_D>>
<<set $I_SW_8_T to $I_SW_9_T>>
<<set $I_SW_Swap to 8>>
<<set $I_SW_Target to $I_SW_9_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_9 to $I_SW_TEMP>>
<<set $I_SW_9_D to $I_SW_D_TEMP>>
<<set $I_SW_9_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 9>>
<<set $I_SW_TEMP to $I_SW_9>>
<<set $I_SW_D_TEMP to $I_SW_9_D>>
<<set $I_SW_T_TEMP to $I_SW_9_T>>
<<set $I_SW_P to 10>>
<<set $I_SW_9 to $I_SW_10>>
<<set $I_SW_9_D to $I_SW_10_D>>
<<set $I_SW_9_T to $I_SW_10_T>>
<<set $I_SW_Swap to 9>>
<<set $I_SW_Target to $I_SW_10_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_10 to $I_SW_TEMP>>
<<set $I_SW_10_D to $I_SW_D_TEMP>>
<<set $I_SW_10_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 10>>
<<set $I_SW_TEMP to $I_SW_10>>
<<set $I_SW_D_TEMP to $I_SW_10_D>>
<<set $I_SW_T_TEMP to $I_SW_10_T>>
<<set $I_SW_P to 11>>
<<set $I_SW_10 to $I_SW_11>>
<<set $I_SW_10_D to $I_SW_11_D>>
<<set $I_SW_10_T to $I_SW_11_T>>
<<set $I_SW_Swap to 10>>
<<set $I_SW_Target to $I_SW_11_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_11 to $I_SW_TEMP>>
<<set $I_SW_11_D to $I_SW_D_TEMP>>
<<set $I_SW_11_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 11>>
<<set $I_SW_TEMP to $I_SW_11>>
<<set $I_SW_D_TEMP to $I_SW_11_D>>
<<set $I_SW_T_TEMP to $I_SW_11_T>>
<<set $I_SW_P to 12>>
<<set $I_SW_11 to $I_SW_12>>
<<set $I_SW_11_D to $I_SW_12_D>>
<<set $I_SW_11_T to $I_SW_12_T>>
<<set $I_SW_Swap to 11>>
<<set $I_SW_Target to $I_SW_12_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_12 to $I_SW_TEMP>>
<<set $I_SW_12_D to $I_SW_D_TEMP>>
<<set $I_SW_12_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 12>>
<<set $I_SW_TEMP to $I_SW_12>>
<<set $I_SW_D_TEMP to $I_SW_12_D>>
<<set $I_SW_T_TEMP to $I_SW_12_T>>
<<set $I_SW_P to 13>>
<<set $I_SW_12 to $I_SW_13>>
<<set $I_SW_12_D to $I_SW_13_D>>
<<set $I_SW_12_T to $I_SW_13_T>>
<<set $I_SW_Swap to 12>>
<<set $I_SW_Target to $I_SW_13_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_13 to $I_SW_TEMP>>
<<set $I_SW_13_D to $I_SW_D_TEMP>>
<<set $I_SW_13_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 13>>
<<set $I_SW_TEMP to $I_SW_13>>
<<set $I_SW_D_TEMP to $I_SW_13_D>>
<<set $I_SW_T_TEMP to $I_SW_13_T>>
<<set $I_SW_P to 14>>
<<set $I_SW_13 to $I_SW_14>>
<<set $I_SW_13_D to $I_SW_14_D>>
<<set $I_SW_13_T to $I_SW_14_T>>
<<set $I_SW_Swap to 13>>
<<set $I_SW_Target to $I_SW_14_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_14 to $I_SW_TEMP>>
<<set $I_SW_14_D to $I_SW_D_TEMP>>
<<set $I_SW_14_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 14>>
<<set $I_SW_TEMP to $I_SW_14>>
<<set $I_SW_D_TEMP to $I_SW_14_D>>
<<set $I_SW_T_TEMP to $I_SW_14_T>>
<<set $I_SW_P to 15>>
<<set $I_SW_14 to $I_SW_15>>
<<set $I_SW_14_D to $I_SW_15_D>>
<<set $I_SW_14_T to $I_SW_15_T>>
<<set $I_SW_Swap to 14>>
<<set $I_SW_Target to $I_SW_15_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_15 to $I_SW_TEMP>>
<<set $I_SW_15_D to $I_SW_D_TEMP>>
<<set $I_SW_15_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 15>>
<<set $I_SW_TEMP to $I_SW_15>>
<<set $I_SW_D_TEMP to $I_SW_15_D>>
<<set $I_SW_T_TEMP to $I_SW_15_T>>
<<set $I_SW_P to 16>>
<<set $I_SW_15 to $I_SW_16>>
<<set $I_SW_15_D to $I_SW_16_D>>
<<set $I_SW_15_T to $I_SW_16_T>>
<<set $I_SW_Swap to 15>>
<<set $I_SW_Target to $I_SW_16_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_16 to $I_SW_TEMP>>
<<set $I_SW_16_D to $I_SW_D_TEMP>>
<<set $I_SW_16_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 16>>
<<set $I_SW_TEMP to $I_SW_16>>
<<set $I_SW_D_TEMP to $I_SW_16_D>>
<<set $I_SW_T_TEMP to $I_SW_16_T>>
<<set $I_SW_P to 17>>
<<set $I_SW_16 to $I_SW_17>>
<<set $I_SW_16_D to $I_SW_17_D>>
<<set $I_SW_16_T to $I_SW_17_T>>
<<set $I_SW_Swap to 16>>
<<set $I_SW_Target to $I_SW_17_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_17 to $I_SW_TEMP>>
<<set $I_SW_17_D to $I_SW_D_TEMP>>
<<set $I_SW_17_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 17>>
<<set $I_SW_TEMP to $I_SW_17>>
<<set $I_SW_D_TEMP to $I_SW_17_D>>
<<set $I_SW_T_TEMP to $I_SW_17_T>>
<<set $I_SW_P to 18>>
<<set $I_SW_17 to $I_SW_18>>
<<set $I_SW_17_D to $I_SW_18_D>>
<<set $I_SW_17_T to $I_SW_18_T>>
<<set $I_SW_Swap to 17>>
<<set $I_SW_Target to $I_SW_18_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_18 to $I_SW_TEMP>>
<<set $I_SW_18_D to $I_SW_D_TEMP>>
<<set $I_SW_18_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 18>>
<<set $I_SW_TEMP to $I_SW_18>>
<<set $I_SW_D_TEMP to $I_SW_18_D>>
<<set $I_SW_T_TEMP to $I_SW_18_T>>
<<set $I_SW_P to 19>>
<<set $I_SW_18 to $I_SW_19>>
<<set $I_SW_18_D to $I_SW_19_D>>
<<set $I_SW_18_T to $I_SW_19_T>>
<<set $I_SW_Swap to 18>>
<<set $I_SW_Target to $I_SW_19_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_19 to $I_SW_TEMP>>
<<set $I_SW_19_D to $I_SW_D_TEMP>>
<<set $I_SW_19_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 19>>
<<set $I_SW_TEMP to $I_SW_19>>
<<set $I_SW_D_TEMP to $I_SW_19_D>>
<<set $I_SW_T_TEMP to $I_SW_19_T>>
<<set $I_SW_P to 20>>
<<set $I_SW_19 to $I_SW_20>>
<<set $I_SW_19_D to $I_SW_20_D>>
<<set $I_SW_19_T to $I_SW_20_T>>
<<set $I_SW_Swap to 19>>
<<set $I_SW_Target to $I_SW_20_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_20 to $I_SW_TEMP>>
<<set $I_SW_20_D to $I_SW_D_TEMP>>
<<set $I_SW_20_T to $I_SW_T_TEMP>>
<</if>>
<<if $I_SW_Move is 20>>
<<set $I_SW_TEMP to $I_SW_20>>
<<set $I_SW_D_TEMP to $I_SW_20_D>>
<<set $I_SW_T_TEMP to $I_SW_20_T>>
<<set $I_SW_P to 1>>
<<set $I_SW_20 to $I_SW_1>>
<<set $I_SW_20_D to $I_SW_1_D>>
<<set $I_SW_20_T to $I_SW_1_T>>
<<set $I_SW_Swap to 20>>
<<set $I_SW_Target to $I_SW_21_T>>
<<include "Inventory Subweapon Swap">>
<<set $I_SW_1 to $I_SW_TEMP>>
<<set $I_SW_1_D to $I_SW_D_TEMP>>
<<set $I_SW_1_T to $I_SW_T_TEMP>>
<</if>>
<<set $I_SW_Move to $I_SW_Move + 1>>
<<if $I_SW_Move gte 21>>
<<set $I_SW_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $Inventory_sw_slots_filled to $Inventory_sw_slots_filled - 1>>
<<if $Subweapon_Remove_Position is 1>>
<<set $I_SW_1 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 2>>
<<set $I_SW_2 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 3>>
<<set $I_SW_3 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 4>>
<<set $I_SW_4 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 5>>
<<set $I_SW_5 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 6>>
<<set $I_SW_6 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 7>>
<<set $I_SW_7 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 8>>
<<set $I_SW_8 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 9>>
<<set $I_SW_9 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 10>>
<<set $I_SW_10 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 11>>
<<set $I_SW_11 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 12>>
<<set $I_SW_12 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 13>>
<<set $I_SW_13 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 14>>
<<set $I_SW_14 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 15>>
<<set $I_SW_15 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 16>>
<<set $I_SW_16 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 17>>
<<set $I_SW_17 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 18>>
<<set $I_SW_18 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 19>>
<<set $I_SW_19 to "empty">>
<</if>>
<<if $Subweapon_Remove_Position is 20>>
<<set $I_SW_20 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Inventory_a_slots_filled gte 30>>
<<set $Inventory_a_full to 1>>
<<else>>
<<set $Inventory_a_full to 0>>
<<set $Inventory_a_slots_filled to $Inventory_a_slots_filled + 1>>
<</if>>
<<if $I_A_1 is "empty">>
<<set $I_A_1 to $I_A_Temp>>
<<set $I_A_1_D to $I_A_D_Temp>>
<<set $I_A_1_T to $I_A_T_Temp>>
<<set $I_A_P to 1>>
<<elseif $I_A_2 is "empty">>
<<set $I_A_2 to $I_A_Temp>>
<<set $I_A_2_D to $I_A_D_Temp>>
<<set $I_A_2_T to $I_A_T_Temp>>
<<set $I_A_P to 2>>
<<elseif $I_A_3 is "empty">>
<<set $I_A_3 to $I_A_Temp>>
<<set $I_A_3_D to $I_A_D_Temp>>
<<set $I_A_3_T to $I_A_T_Temp>>
<<set $I_A_P to 3>>
<<elseif $I_A_4 is "empty">>
<<set $I_A_4 to $I_A_Temp>>
<<set $I_A_4_D to $I_A_D_Temp>>
<<set $I_A_4_T to $I_A_T_Temp>>
<<set $I_A_P to 4>>
<<elseif $I_A_5 is "empty">>
<<set $I_A_5 to $I_A_Temp>>
<<set $I_A_5_D to $I_A_D_Temp>>
<<set $I_A_5_T to $I_A_T_Temp>>
<<set $I_A_P to 5>>
<<elseif $I_A_6 is "empty">>
<<set $I_A_6 to $I_A_Temp>>
<<set $I_A_6_D to $I_A_D_Temp>>
<<set $I_A_6_T to $I_A_T_Temp>>
<<set $I_A_P to 6>>
<<elseif $I_A_7 is "empty">>
<<set $I_A_7 to $I_A_Temp>>
<<set $I_A_7_D to $I_A_D_Temp>>
<<set $I_A_7_T to $I_A_T_Temp>>
<<set $I_A_P to 7>>
<<elseif $I_A_8 is "empty">>
<<set $I_A_8 to $I_A_Temp>>
<<set $I_A_8_D to $I_A_D_Temp>>
<<set $I_A_8_T to $I_A_T_Temp>>
<<set $I_A_P to 8>>
<<elseif $I_A_9 is "empty">>
<<set $I_A_9 to $I_A_Temp>>
<<set $I_A_9_D to $I_A_D_Temp>>
<<set $I_A_9_T to $I_A_T_Temp>>
<<set $I_A_P to 9>>
<<elseif $I_A_10 is "empty">>
<<set $I_A_10 to $I_A_Temp>>
<<set $I_A_10_D to $I_A_D_Temp>>
<<set $I_A_10_T to $I_A_T_Temp>>
<<set $I_A_P to 10>>
<<elseif $I_A_11 is "empty">>
<<set $I_A_11 to $I_A_Temp>>
<<set $I_A_11_D to $I_A_D_Temp>>
<<set $I_A_11_T to $I_A_T_Temp>>
<<set $I_A_P to 11>>
<<elseif $I_A_12 is "empty">>
<<set $I_A_12 to $I_A_Temp>>
<<set $I_A_12_D to $I_A_D_Temp>>
<<set $I_A_12_T to $I_A_T_Temp>>
<<set $I_A_P to 12>>
<<elseif $I_A_13 is "empty">>
<<set $I_A_13 to $I_A_Temp>>
<<set $I_A_13_D to $I_A_D_Temp>>
<<set $I_A_13_T to $I_A_T_Temp>>
<<set $I_A_P to 13>>
<<elseif $I_A_14 is "empty">>
<<set $I_A_14 to $I_A_Temp>>
<<set $I_A_14_D to $I_A_D_Temp>>
<<set $I_A_14_T to $I_A_T_Temp>>
<<set $I_A_P to 14>>
<<elseif $I_A_15 is "empty">>
<<set $I_A_15 to $I_A_Temp>>
<<set $I_A_15_D to $I_A_D_Temp>>
<<set $I_A_15_T to $I_A_T_Temp>>
<<set $I_A_P to 15>>
<<elseif $I_A_16 is "empty">>
<<set $I_A_16 to $I_A_Temp>>
<<set $I_A_16_D to $I_A_D_Temp>>
<<set $I_A_16_T to $I_A_T_Temp>>
<<set $I_A_P to 16>>
<<elseif $I_A_17 is "empty">>
<<set $I_A_17 to $I_A_Temp>>
<<set $I_A_17_D to $I_A_D_Temp>>
<<set $I_A_17_T to $I_A_T_Temp>>
<<set $I_A_P to 17>>
<<elseif $I_A_18 is "empty">>
<<set $I_A_18 to $I_A_Temp>>
<<set $I_A_18_D to $I_A_D_Temp>>
<<set $I_A_18_T to $I_A_T_Temp>>
<<set $I_A_P to 18>>
<<elseif $I_A_19 is "empty">>
<<set $I_A_19 to $I_A_Temp>>
<<set $I_A_19_D to $I_A_D_Temp>>
<<set $I_A_19_T to $I_A_T_Temp>>
<<set $I_A_P to 19>>
<<elseif $I_A_20 is "empty">>
<<set $I_A_20 to $I_A_Temp>>
<<set $I_A_20_D to $I_A_D_Temp>>
<<set $I_A_20_T to $I_A_T_Temp>>
<<set $I_A_P to 20>>
<<elseif $I_A_21 is "empty">>
<<set $I_A_21 to $I_A_Temp>>
<<set $I_A_21_D to $I_A_D_Temp>>
<<set $I_A_21_T to $I_A_T_Temp>>
<<set $I_A_P to 21>>
<<elseif $I_A_22 is "empty">>
<<set $I_A_22 to $I_A_Temp>>
<<set $I_A_22_D to $I_A_D_Temp>>
<<set $I_A_22_T to $I_A_T_Temp>>
<<set $I_A_P to 22>>
<<elseif $I_A_23 is "empty">>
<<set $I_A_23 to $I_A_Temp>>
<<set $I_A_23_D to $I_A_D_Temp>>
<<set $I_A_23_T to $I_A_T_Temp>>
<<set $I_A_P to 23>>
<<elseif $I_A_24 is "empty">>
<<set $I_A_24 to $I_A_Temp>>
<<set $I_A_24_D to $I_A_D_Temp>>
<<set $I_A_24_T to $I_A_T_Temp>>
<<set $I_A_P to 24>>
<<elseif $I_A_25 is "empty">>
<<set $I_A_25 to $I_A_Temp>>
<<set $I_A_25_D to $I_A_D_Temp>>
<<set $I_A_25_T to $I_A_T_Temp>>
<<set $I_A_P to 25>>
<<elseif $I_A_26 is "empty">>
<<set $I_A_26 to $I_A_Temp>>
<<set $I_A_26_D to $I_A_D_Temp>>
<<set $I_A_26_T to $I_A_T_Temp>>
<<set $I_A_P to 26>>
<<elseif $I_A_27 is "empty">>
<<set $I_A_27 to $I_A_Temp>>
<<set $I_A_27_D to $I_A_D_Temp>>
<<set $I_A_27_T to $I_A_T_Temp>>
<<set $I_A_P to 27>>
<<elseif $I_A_28 is "empty">>
<<set $I_A_28 to $I_A_Temp>>
<<set $I_A_28_D to $I_A_D_Temp>>
<<set $I_A_28_T to $I_A_T_Temp>>
<<set $I_A_P to 28>>
<<elseif $I_A_29 is "empty">>
<<set $I_A_29 to $I_A_Temp>>
<<set $I_A_29_D to $I_A_D_Temp>>
<<set $I_A_29_T to $I_A_T_Temp>>
<<set $I_A_P to 29>>
<<elseif $I_A_30 is "empty">>
<<set $I_A_30 to $I_A_Temp>>
<<set $I_A_30_D to $I_A_D_Temp>>
<<set $I_A_30_T to $I_A_T_Temp>>
<<set $I_A_P to 30>>
<</if>>
<<set $inventory_pane to "armour">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_A_Move is 30>>
<<set $I_A_TEMP to $I_A_30>>
<<set $I_A_D_TEMP to $I_A_30_D>>
<<set $I_A_T_TEMP to $I_A_30_T>>
<<set $I_A_P to 29>>
<<set $I_A_30 to $I_A_29>>
<<set $I_A_30_D to $I_A_29_D>>
<<set $I_A_30_T to $I_A_29_T>>
<<set $I_A_Swap to 30>>
<<set $I_A_Target to $I_A_29_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_29 to $I_A_TEMP>>
<<set $I_A_29_D to $I_A_D_TEMP>>
<<set $I_A_29_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 29>>
<<set $I_A_TEMP to $I_A_29>>
<<set $I_A_D_TEMP to $I_A_29_D>>
<<set $I_A_T_TEMP to $I_A_29_T>>
<<set $I_A_P to 28>>
<<set $I_A_29 to $I_A_28>>
<<set $I_A_29_D to $I_A_28_D>>
<<set $I_A_29_T to $I_A_28_T>>
<<set $I_A_Swap to 29>>
<<set $I_A_Target to $I_A_28_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_28 to $I_A_TEMP>>
<<set $I_A_28_D to $I_A_D_TEMP>>
<<set $I_A_28_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 28>>
<<set $I_A_TEMP to $I_A_28>>
<<set $I_A_D_TEMP to $I_A_28_D>>
<<set $I_A_T_TEMP to $I_A_28_T>>
<<set $I_A_P to 27>>
<<set $I_A_28 to $I_A_27>>
<<set $I_A_28_D to $I_A_27_D>>
<<set $I_A_28_T to $I_A_27_T>>
<<set $I_A_Swap to 28>>
<<set $I_A_Target to $I_A_27_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_27 to $I_A_TEMP>>
<<set $I_A_27_D to $I_A_D_TEMP>>
<<set $I_A_27_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 27>>
<<set $I_A_TEMP to $I_A_27>>
<<set $I_A_D_TEMP to $I_A_27_D>>
<<set $I_A_T_TEMP to $I_A_27_T>>
<<set $I_A_P to 26>>
<<set $I_A_27 to $I_A_26>>
<<set $I_A_27_D to $I_A_26_D>>
<<set $I_A_27_T to $I_A_26_T>>
<<set $I_A_Swap to 27>>
<<set $I_A_Target to $I_A_26_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_26 to $I_A_TEMP>>
<<set $I_A_26_D to $I_A_D_TEMP>>
<<set $I_A_26_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 26>>
<<set $I_A_TEMP to $I_A_26>>
<<set $I_A_D_TEMP to $I_A_26_D>>
<<set $I_A_T_TEMP to $I_A_26_T>>
<<set $I_A_P to 25>>
<<set $I_A_26 to $I_A_25>>
<<set $I_A_26_D to $I_A_25_D>>
<<set $I_A_26_T to $I_A_25_T>>
<<set $I_A_Swap to 26>>
<<set $I_A_Target to $I_A_25_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_25 to $I_A_TEMP>>
<<set $I_A_25_D to $I_A_D_TEMP>>
<<set $I_A_25_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 25>>
<<set $I_A_TEMP to $I_A_25>>
<<set $I_A_D_TEMP to $I_A_25_D>>
<<set $I_A_T_TEMP to $I_A_25_T>>
<<set $I_A_P to 24>>
<<set $I_A_25 to $I_A_24>>
<<set $I_A_25_D to $I_A_24_D>>
<<set $I_A_25_T to $I_A_24_T>>
<<set $I_A_Swap to 25>>
<<set $I_A_Target to $I_A_24_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_24 to $I_A_TEMP>>
<<set $I_A_24_D to $I_A_D_TEMP>>
<<set $I_A_24_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 24>>
<<set $I_A_TEMP to $I_A_24>>
<<set $I_A_D_TEMP to $I_A_24_D>>
<<set $I_A_T_TEMP to $I_A_24_T>>
<<set $I_A_P to 23>>
<<set $I_A_24 to $I_A_23>>
<<set $I_A_24_D to $I_A_23_D>>
<<set $I_A_24_T to $I_A_23_T>>
<<set $I_A_Swap to 24>>
<<set $I_A_Target to $I_A_23_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_23 to $I_A_TEMP>>
<<set $I_A_23_D to $I_A_D_TEMP>>
<<set $I_A_23_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 23>>
<<set $I_A_TEMP to $I_A_23>>
<<set $I_A_D_TEMP to $I_A_23_D>>
<<set $I_A_T_TEMP to $I_A_23_T>>
<<set $I_A_P to 22>>
<<set $I_A_23 to $I_A_22>>
<<set $I_A_23_D to $I_A_22_D>>
<<set $I_A_23_T to $I_A_22_T>>
<<set $I_A_Swap to 23>>
<<set $I_A_Target to $I_A_22_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_22 to $I_A_TEMP>>
<<set $I_A_22_D to $I_A_D_TEMP>>
<<set $I_A_22_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 22>>
<<set $I_A_TEMP to $I_A_22>>
<<set $I_A_D_TEMP to $I_A_22_D>>
<<set $I_A_T_TEMP to $I_A_22_T>>
<<set $I_A_P to 21>>
<<set $I_A_22 to $I_A_21>>
<<set $I_A_22_D to $I_A_21_D>>
<<set $I_A_22_T to $I_A_21_T>>
<<set $I_A_Swap to 22>>
<<set $I_A_Target to $I_A_21_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_21 to $I_A_TEMP>>
<<set $I_A_21_D to $I_A_D_TEMP>>
<<set $I_A_21_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 21>>
<<set $I_A_TEMP to $I_A_21>>
<<set $I_A_D_TEMP to $I_A_21_D>>
<<set $I_A_T_TEMP to $I_A_21_T>>
<<set $I_A_P to 20>>
<<set $I_A_21 to $I_A_20>>
<<set $I_A_21_D to $I_A_20_D>>
<<set $I_A_21_T to $I_A_20_T>>
<<set $I_A_Swap to 21>>
<<set $I_A_Target to $I_A_20_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_20 to $I_A_TEMP>>
<<set $I_A_20_D to $I_A_D_TEMP>>
<<set $I_A_20_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 20>>
<<set $I_A_TEMP to $I_A_20>>
<<set $I_A_D_TEMP to $I_A_20_D>>
<<set $I_A_T_TEMP to $I_A_20_T>>
<<set $I_A_P to 19>>
<<set $I_A_20 to $I_A_19>>
<<set $I_A_20_D to $I_A_19_D>>
<<set $I_A_20_T to $I_A_19_T>>
<<set $I_A_Swap to 20>>
<<set $I_A_Target to $I_A_19_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_19 to $I_A_TEMP>>
<<set $I_A_19_D to $I_A_D_TEMP>>
<<set $I_A_19_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 19>>
<<set $I_A_TEMP to $I_A_19>>
<<set $I_A_D_TEMP to $I_A_19_D>>
<<set $I_A_T_TEMP to $I_A_19_T>>
<<set $I_A_P to 18>>
<<set $I_A_19 to $I_A_18>>
<<set $I_A_19_D to $I_A_18_D>>
<<set $I_A_19_T to $I_A_18_T>>
<<set $I_A_Swap to 19>>
<<set $I_A_Target to $I_A_18_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_18 to $I_A_TEMP>>
<<set $I_A_18_D to $I_A_D_TEMP>>
<<set $I_A_18_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 18>>
<<set $I_A_TEMP to $I_A_18>>
<<set $I_A_D_TEMP to $I_A_18_D>>
<<set $I_A_T_TEMP to $I_A_18_T>>
<<set $I_A_P to 17>>
<<set $I_A_18 to $I_A_17>>
<<set $I_A_18_D to $I_A_17_D>>
<<set $I_A_18_T to $I_A_17_T>>
<<set $I_A_Swap to 18>>
<<set $I_A_Target to $I_A_17_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_17 to $I_A_TEMP>>
<<set $I_A_17_D to $I_A_D_TEMP>>
<<set $I_A_17_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 17>>
<<set $I_A_TEMP to $I_A_17>>
<<set $I_A_D_TEMP to $I_A_17_D>>
<<set $I_A_T_TEMP to $I_A_17_T>>
<<set $I_A_P to 16>>
<<set $I_A_17 to $I_A_16>>
<<set $I_A_17_D to $I_A_16_D>>
<<set $I_A_17_T to $I_A_16_T>>
<<set $I_A_Swap to 17>>
<<set $I_A_Target to $I_A_16_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_16 to $I_A_TEMP>>
<<set $I_A_16_D to $I_A_D_TEMP>>
<<set $I_A_16_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 16>>
<<set $I_A_TEMP to $I_A_16>>
<<set $I_A_D_TEMP to $I_A_16_D>>
<<set $I_A_T_TEMP to $I_A_16_T>>
<<set $I_A_P to 15>>
<<set $I_A_16 to $I_A_15>>
<<set $I_A_16_D to $I_A_15_D>>
<<set $I_A_16_T to $I_A_15_T>>
<<set $I_A_Swap to 16>>
<<set $I_A_Target to $I_A_15_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_15 to $I_A_TEMP>>
<<set $I_A_15_D to $I_A_D_TEMP>>
<<set $I_A_15_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 15>>
<<set $I_A_TEMP to $I_A_15>>
<<set $I_A_D_TEMP to $I_A_15_D>>
<<set $I_A_T_TEMP to $I_A_15_T>>
<<set $I_A_P to 14>>
<<set $I_A_15 to $I_A_14>>
<<set $I_A_15_D to $I_A_14_D>>
<<set $I_A_15_T to $I_A_14_T>>
<<set $I_A_Swap to 15>>
<<set $I_A_Target to $I_A_14_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_14 to $I_A_TEMP>>
<<set $I_A_14_D to $I_A_D_TEMP>>
<<set $I_A_14_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 14>>
<<set $I_A_TEMP to $I_A_14>>
<<set $I_A_D_TEMP to $I_A_14_D>>
<<set $I_A_T_TEMP to $I_A_14_T>>
<<set $I_A_P to 13>>
<<set $I_A_14 to $I_A_13>>
<<set $I_A_14_D to $I_A_13_D>>
<<set $I_A_14_T to $I_A_13_T>>
<<set $I_A_Swap to 14>>
<<set $I_A_Target to $I_A_13_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_13 to $I_A_TEMP>>
<<set $I_A_13_D to $I_A_D_TEMP>>
<<set $I_A_13_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 13>>
<<set $I_A_TEMP to $I_A_13>>
<<set $I_A_D_TEMP to $I_A_13_D>>
<<set $I_A_T_TEMP to $I_A_13_T>>
<<set $I_A_P to 12>>
<<set $I_A_13 to $I_A_12>>
<<set $I_A_13_D to $I_A_12_D>>
<<set $I_A_13_T to $I_A_12_T>>
<<set $I_A_Swap to 13>>
<<set $I_A_Target to $I_A_12_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_12 to $I_A_TEMP>>
<<set $I_A_12_D to $I_A_D_TEMP>>
<<set $I_A_12_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 12>>
<<set $I_A_TEMP to $I_A_12>>
<<set $I_A_D_TEMP to $I_A_12_D>>
<<set $I_A_T_TEMP to $I_A_12_T>>
<<set $I_A_P to 11>>
<<set $I_A_12 to $I_A_11>>
<<set $I_A_12_D to $I_A_11_D>>
<<set $I_A_12_T to $I_A_11_T>>
<<set $I_A_Swap to 12>>
<<set $I_A_Target to $I_A_11_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_11 to $I_A_TEMP>>
<<set $I_A_11_D to $I_A_D_TEMP>>
<<set $I_A_11_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 11>>
<<set $I_A_TEMP to $I_A_11>>
<<set $I_A_D_TEMP to $I_A_11_D>>
<<set $I_A_T_TEMP to $I_A_11_T>>
<<set $I_A_P to 10>>
<<set $I_A_11 to $I_A_10>>
<<set $I_A_11_D to $I_A_10_D>>
<<set $I_A_11_T to $I_A_10_T>>
<<set $I_A_Swap to 11>>
<<set $I_A_Target to $I_A_10_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_10 to $I_A_TEMP>>
<<set $I_A_10_D to $I_A_D_TEMP>>
<<set $I_A_10_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 10>>
<<set $I_A_TEMP to $I_A_10>>
<<set $I_A_D_TEMP to $I_A_10_D>>
<<set $I_A_T_TEMP to $I_A_10_T>>
<<set $I_A_P to 9>>
<<set $I_A_10 to $I_A_9>>
<<set $I_A_10_D to $I_A_9_D>>
<<set $I_A_10_T to $I_A_9_T>>
<<set $I_A_Swap to 10>>
<<set $I_A_Target to $I_A_9_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_9 to $I_A_TEMP>>
<<set $I_A_9_D to $I_A_D_TEMP>>
<<set $I_A_9_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 9>>
<<set $I_A_TEMP to $I_A_9>>
<<set $I_A_D_TEMP to $I_A_9_D>>
<<set $I_A_T_TEMP to $I_A_9_T>>
<<set $I_A_P to 8>>
<<set $I_A_9 to $I_A_8>>
<<set $I_A_9_D to $I_A_8_D>>
<<set $I_A_9_T to $I_A_8_T>>
<<set $I_A_Swap to 9>>
<<set $I_A_Target to $I_A_8_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_8 to $I_A_TEMP>>
<<set $I_A_8_D to $I_A_D_TEMP>>
<<set $I_A_8_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 8>>
<<set $I_A_TEMP to $I_A_8>>
<<set $I_A_D_TEMP to $I_A_8_D>>
<<set $I_A_T_TEMP to $I_A_8_T>>
<<set $I_A_P to 7>>
<<set $I_A_8 to $I_A_7>>
<<set $I_A_8_D to $I_A_7_D>>
<<set $I_A_8_T to $I_A_7_T>>
<<set $I_A_Swap to 8>>
<<set $I_A_Target to $I_A_7_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_7 to $I_A_TEMP>>
<<set $I_A_7_D to $I_A_D_TEMP>>
<<set $I_A_7_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 7>>
<<set $I_A_TEMP to $I_A_7>>
<<set $I_A_D_TEMP to $I_A_7_D>>
<<set $I_A_T_TEMP to $I_A_7_T>>
<<set $I_A_P to 6>>
<<set $I_A_7 to $I_A_6>>
<<set $I_A_7_D to $I_A_6_D>>
<<set $I_A_7_T to $I_A_6_T>>
<<set $I_A_Swap to 7>>
<<set $I_A_Target to $I_A_6_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_6 to $I_A_TEMP>>
<<set $I_A_6_D to $I_A_D_TEMP>>
<<set $I_A_6_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 6>>
<<set $I_A_TEMP to $I_A_6>>
<<set $I_A_D_TEMP to $I_A_6_D>>
<<set $I_A_T_TEMP to $I_A_6_T>>
<<set $I_A_P to 5>>
<<set $I_A_6 to $I_A_5>>
<<set $I_A_6_D to $I_A_5_D>>
<<set $I_A_6_T to $I_A_5_T>>
<<set $I_A_Swap to 6>>
<<set $I_A_Target to $I_A_5_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_5 to $I_A_TEMP>>
<<set $I_A_5_D to $I_A_D_TEMP>>
<<set $I_A_5_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 5>>
<<set $I_A_TEMP to $I_A_5>>
<<set $I_A_D_TEMP to $I_A_5_D>>
<<set $I_A_T_TEMP to $I_A_5_T>>
<<set $I_A_P to 4>>
<<set $I_A_5 to $I_A_4>>
<<set $I_A_5_D to $I_A_4_D>>
<<set $I_A_5_T to $I_A_4_T>>
<<set $I_A_Swap to 5>>
<<set $I_A_Target to $I_A_4_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_4 to $I_A_TEMP>>
<<set $I_A_4_D to $I_A_D_TEMP>>
<<set $I_A_4_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 4>>
<<set $I_A_TEMP to $I_A_4>>
<<set $I_A_D_TEMP to $I_A_4_D>>
<<set $I_A_T_TEMP to $I_A_4_T>>
<<set $I_A_P to 3>>
<<set $I_A_4 to $I_A_3>>
<<set $I_A_4_D to $I_A_3_D>>
<<set $I_A_4_T to $I_A_3_T>>
<<set $I_A_Swap to 4>>
<<set $I_A_Target to $I_A_3_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_3 to $I_A_TEMP>>
<<set $I_A_3_D to $I_A_D_TEMP>>
<<set $I_A_3_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 3>>
<<set $I_A_TEMP to $I_A_3>>
<<set $I_A_D_TEMP to $I_A_3_D>>
<<set $I_A_T_TEMP to $I_A_3_T>>
<<set $I_A_P to 2>>
<<set $I_A_3 to $I_A_2>>
<<set $I_A_3_D to $I_A_2_D>>
<<set $I_A_3_T to $I_A_2_T>>
<<set $I_A_Swap to 3>>
<<set $I_A_Target to $I_A_2_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_2 to $I_A_TEMP>>
<<set $I_A_2_D to $I_A_D_TEMP>>
<<set $I_A_2_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 2>>
<<set $I_A_TEMP to $I_A_2>>
<<set $I_A_D_TEMP to $I_A_2_D>>
<<set $I_A_T_TEMP to $I_A_2_T>>
<<set $I_A_P to 1>>
<<set $I_A_2 to $I_A_1>>
<<set $I_A_2_D to $I_A_1_D>>
<<set $I_A_2_T to $I_A_1_T>>
<<set $I_A_Swap to 2>>
<<set $I_A_Target to $I_A_1_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_1 to $I_A_TEMP>>
<<set $I_A_1_D to $I_A_D_TEMP>>
<<set $I_A_1_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 1>>
<<set $I_A_TEMP to $I_A_1>>
<<set $I_A_D_TEMP to $I_A_1_D>>
<<set $I_A_T_TEMP to $I_A_1_T>>
<<set $I_A_P to 30>>
<<set $I_A_1 to $I_A_30>>
<<set $I_A_1_D to $I_A_30_D>>
<<set $I_A_1_T to $I_A_30_T>>
<<set $I_A_Swap to 1>>
<<set $I_A_Target to $I_A_30_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_30 to $I_A_TEMP>>
<<set $I_A_30_D to $I_A_D_TEMP>>
<<set $I_A_30_T to $I_A_T_TEMP>>
<</if>>
<<set $I_A_Move to $I_A_Move - 1>>
<<if $I_A_Move lte 0>>
<<set $I_A_Move to 30>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_A_Target is "Keyblade">>
<<set $Keyblade_Position to $I_A_Swap>>
<</if>>
<<if $I_A_Target is "MERCANOID Standard Issue Impact-Vest">>
<<set $Impact_Vest_Position to $I_A_Swap>>
<</if>>
<<if $I_A_Target is "Security Armour Overlay">>
<<set $Security_Armour_Overlay_Position to $I_A_Swap>>
<</if>>
<<if $I_A_Target is "Reactive Biosuit">>
<<set $Reactive_Biosuit_Position to $I_A_Swap>>
<</if>>
<</nobr>><<nobr>>
<<if $I_A_Move is 1>>
<<set $I_A_TEMP to $I_A_1>>
<<set $I_A_D_TEMP to $I_A_1_D>>
<<set $I_A_T_TEMP to $I_A_1_T>>
<<set $I_A_P to 2>>
<<set $I_A_1 to $I_A_2>>
<<set $I_A_1_D to $I_A_2_D>>
<<set $I_A_1_T to $I_A_2_T>>
<<set $I_A_Swap to 1>>
<<set $I_A_Target to $I_A_2_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_2 to $I_A_TEMP>>
<<set $I_A_2_D to $I_A_D_TEMP>>
<<set $I_A_2_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 2>>
<<set $I_A_TEMP to $I_A_2>>
<<set $I_A_D_TEMP to $I_A_2_D>>
<<set $I_A_T_TEMP to $I_A_2_T>>
<<set $I_A_P to 3>>
<<set $I_A_2 to $I_A_3>>
<<set $I_A_2_D to $I_A_3_D>>
<<set $I_A_2_T to $I_A_3_T>>
<<set $I_A_Swap to 2>>
<<set $I_A_Target to $I_A_3_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_3 to $I_A_TEMP>>
<<set $I_A_3_D to $I_A_D_TEMP>>
<<set $I_A_3_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 3>>
<<set $I_A_TEMP to $I_A_3>>
<<set $I_A_D_TEMP to $I_A_3_D>>
<<set $I_A_T_TEMP to $I_A_3_T>>
<<set $I_A_P to 4>>
<<set $I_A_3 to $I_A_4>>
<<set $I_A_3_D to $I_A_4_D>>
<<set $I_A_3_T to $I_A_4_T>>
<<set $I_A_Swap to 3>>
<<set $I_A_Target to $I_A_4_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_4 to $I_A_TEMP>>
<<set $I_A_4_D to $I_A_D_TEMP>>
<<set $I_A_4_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 4>>
<<set $I_A_TEMP to $I_A_4>>
<<set $I_A_D_TEMP to $I_A_4_D>>
<<set $I_A_T_TEMP to $I_A_4_T>>
<<set $I_A_P to 5>>
<<set $I_A_4 to $I_A_5>>
<<set $I_A_4_D to $I_A_5_D>>
<<set $I_A_4_T to $I_A_5_T>>
<<set $I_A_Swap to 4>>
<<set $I_A_Target to $I_A_5_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_5 to $I_A_TEMP>>
<<set $I_A_5_D to $I_A_D_TEMP>>
<<set $I_A_5_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 5>>
<<set $I_A_TEMP to $I_A_5>>
<<set $I_A_D_TEMP to $I_A_5_D>>
<<set $I_A_T_TEMP to $I_A_5_T>>
<<set $I_A_P to 6>>
<<set $I_A_5 to $I_A_6>>
<<set $I_A_5_D to $I_A_6_D>>
<<set $I_A_5_T to $I_A_6_T>>
<<set $I_A_Swap to 5>>
<<set $I_A_Target to $I_A_6_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_6 to $I_A_TEMP>>
<<set $I_A_6_D to $I_A_D_TEMP>>
<<set $I_A_6_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 6>>
<<set $I_A_TEMP to $I_A_6>>
<<set $I_A_D_TEMP to $I_A_6_D>>
<<set $I_A_T_TEMP to $I_A_6_T>>
<<set $I_A_P to 7>>
<<set $I_A_6 to $I_A_7>>
<<set $I_A_6_D to $I_A_7_D>>
<<set $I_A_6_T to $I_A_7_T>>
<<set $I_A_Swap to 6>>
<<set $I_A_Target to $I_A_7_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_7 to $I_A_TEMP>>
<<set $I_A_7_D to $I_A_D_TEMP>>
<<set $I_A_7_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 7>>
<<set $I_A_TEMP to $I_A_7>>
<<set $I_A_D_TEMP to $I_A_7_D>>
<<set $I_A_T_TEMP to $I_A_7_T>>
<<set $I_A_P to 8>>
<<set $I_A_7 to $I_A_8>>
<<set $I_A_7_D to $I_A_8_D>>
<<set $I_A_7_T to $I_A_8_T>>
<<set $I_A_Swap to 7>>
<<set $I_A_Target to $I_A_8_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_8 to $I_A_TEMP>>
<<set $I_A_8_D to $I_A_D_TEMP>>
<<set $I_A_8_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 8>>
<<set $I_A_TEMP to $I_A_8>>
<<set $I_A_D_TEMP to $I_A_8_D>>
<<set $I_A_T_TEMP to $I_A_8_T>>
<<set $I_A_P to 9>>
<<set $I_A_8 to $I_A_9>>
<<set $I_A_8_D to $I_A_9_D>>
<<set $I_A_8_T to $I_A_9_T>>
<<set $I_A_Swap to 8>>
<<set $I_A_Target to $I_A_9_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_9 to $I_A_TEMP>>
<<set $I_A_9_D to $I_A_D_TEMP>>
<<set $I_A_9_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 9>>
<<set $I_A_TEMP to $I_A_9>>
<<set $I_A_D_TEMP to $I_A_9_D>>
<<set $I_A_T_TEMP to $I_A_9_T>>
<<set $I_A_P to 10>>
<<set $I_A_9 to $I_A_10>>
<<set $I_A_9_D to $I_A_10_D>>
<<set $I_A_9_T to $I_A_10_T>>
<<set $I_A_Swap to 9>>
<<set $I_A_Target to $I_A_10_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_10 to $I_A_TEMP>>
<<set $I_A_10_D to $I_A_D_TEMP>>
<<set $I_A_10_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 10>>
<<set $I_A_TEMP to $I_A_10>>
<<set $I_A_D_TEMP to $I_A_10_D>>
<<set $I_A_T_TEMP to $I_A_10_T>>
<<set $I_A_P to 11>>
<<set $I_A_10 to $I_A_11>>
<<set $I_A_10_D to $I_A_11_D>>
<<set $I_A_10_T to $I_A_11_T>>
<<set $I_A_Swap to 10>>
<<set $I_A_Target to $I_A_11_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_11 to $I_A_TEMP>>
<<set $I_A_11_D to $I_A_D_TEMP>>
<<set $I_A_11_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 11>>
<<set $I_A_TEMP to $I_A_11>>
<<set $I_A_D_TEMP to $I_A_11_D>>
<<set $I_A_T_TEMP to $I_A_11_T>>
<<set $I_A_P to 12>>
<<set $I_A_11 to $I_A_12>>
<<set $I_A_11_D to $I_A_12_D>>
<<set $I_A_11_T to $I_A_12_T>>
<<set $I_A_Swap to 11>>
<<set $I_A_Target to $I_A_12_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_12 to $I_A_TEMP>>
<<set $I_A_12_D to $I_A_D_TEMP>>
<<set $I_A_12_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 12>>
<<set $I_A_TEMP to $I_A_12>>
<<set $I_A_D_TEMP to $I_A_12_D>>
<<set $I_A_T_TEMP to $I_A_12_T>>
<<set $I_A_P to 13>>
<<set $I_A_12 to $I_A_13>>
<<set $I_A_12_D to $I_A_13_D>>
<<set $I_A_12_T to $I_A_13_T>>
<<set $I_A_Swap to 12>>
<<set $I_A_Target to $I_A_13_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_13 to $I_A_TEMP>>
<<set $I_A_13_D to $I_A_D_TEMP>>
<<set $I_A_13_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 13>>
<<set $I_A_TEMP to $I_A_13>>
<<set $I_A_D_TEMP to $I_A_13_D>>
<<set $I_A_T_TEMP to $I_A_13_T>>
<<set $I_A_P to 14>>
<<set $I_A_13 to $I_A_14>>
<<set $I_A_13_D to $I_A_14_D>>
<<set $I_A_13_T to $I_A_14_T>>
<<set $I_A_Swap to 13>>
<<set $I_A_Target to $I_A_14_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_14 to $I_A_TEMP>>
<<set $I_A_14_D to $I_A_D_TEMP>>
<<set $I_A_14_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 14>>
<<set $I_A_TEMP to $I_A_14>>
<<set $I_A_D_TEMP to $I_A_14_D>>
<<set $I_A_T_TEMP to $I_A_14_T>>
<<set $I_A_P to 15>>
<<set $I_A_14 to $I_A_15>>
<<set $I_A_14_D to $I_A_15_D>>
<<set $I_A_14_T to $I_A_15_T>>
<<set $I_A_Swap to 14>>
<<set $I_A_Target to $I_A_15_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_15 to $I_A_TEMP>>
<<set $I_A_15_D to $I_A_D_TEMP>>
<<set $I_A_15_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 15>>
<<set $I_A_TEMP to $I_A_15>>
<<set $I_A_D_TEMP to $I_A_15_D>>
<<set $I_A_T_TEMP to $I_A_15_T>>
<<set $I_A_P to 16>>
<<set $I_A_15 to $I_A_16>>
<<set $I_A_15_D to $I_A_16_D>>
<<set $I_A_15_T to $I_A_16_T>>
<<set $I_A_Swap to 15>>
<<set $I_A_Target to $I_A_16_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_16 to $I_A_TEMP>>
<<set $I_A_16_D to $I_A_D_TEMP>>
<<set $I_A_16_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 16>>
<<set $I_A_TEMP to $I_A_16>>
<<set $I_A_D_TEMP to $I_A_16_D>>
<<set $I_A_T_TEMP to $I_A_16_T>>
<<set $I_A_P to 17>>
<<set $I_A_16 to $I_A_17>>
<<set $I_A_16_D to $I_A_17_D>>
<<set $I_A_16_T to $I_A_17_T>>
<<set $I_A_Swap to 16>>
<<set $I_A_Target to $I_A_17_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_17 to $I_A_TEMP>>
<<set $I_A_17_D to $I_A_D_TEMP>>
<<set $I_A_17_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 17>>
<<set $I_A_TEMP to $I_A_17>>
<<set $I_A_D_TEMP to $I_A_17_D>>
<<set $I_A_T_TEMP to $I_A_17_T>>
<<set $I_A_P to 18>>
<<set $I_A_17 to $I_A_18>>
<<set $I_A_17_D to $I_A_18_D>>
<<set $I_A_17_T to $I_A_18_T>>
<<set $I_A_Swap to 17>>
<<set $I_A_Target to $I_A_18_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_18 to $I_A_TEMP>>
<<set $I_A_18_D to $I_A_D_TEMP>>
<<set $I_A_18_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 18>>
<<set $I_A_TEMP to $I_A_18>>
<<set $I_A_D_TEMP to $I_A_18_D>>
<<set $I_A_T_TEMP to $I_A_18_T>>
<<set $I_A_P to 19>>
<<set $I_A_18 to $I_A_19>>
<<set $I_A_18_D to $I_A_19_D>>
<<set $I_A_18_T to $I_A_19_T>>
<<set $I_A_Swap to 18>>
<<set $I_A_Target to $I_A_19_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_19 to $I_A_TEMP>>
<<set $I_A_19_D to $I_A_D_TEMP>>
<<set $I_A_19_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 19>>
<<set $I_A_TEMP to $I_A_19>>
<<set $I_A_D_TEMP to $I_A_19_D>>
<<set $I_A_T_TEMP to $I_A_19_T>>
<<set $I_A_P to 20>>
<<set $I_A_19 to $I_A_20>>
<<set $I_A_19_D to $I_A_20_D>>
<<set $I_A_19_T to $I_A_20_T>>
<<set $I_A_Swap to 19>>
<<set $I_A_Target to $I_A_20_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_20 to $I_A_TEMP>>
<<set $I_A_20_D to $I_A_D_TEMP>>
<<set $I_A_20_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 20>>
<<set $I_A_TEMP to $I_A_20>>
<<set $I_A_D_TEMP to $I_A_20_D>>
<<set $I_A_T_TEMP to $I_A_20_T>>
<<set $I_A_P to 21>>
<<set $I_A_20 to $I_A_21>>
<<set $I_A_20_D to $I_A_21_D>>
<<set $I_A_20_T to $I_A_21_T>>
<<set $I_A_Swap to 20>>
<<set $I_A_Target to $I_A_21_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_21 to $I_A_TEMP>>
<<set $I_A_21_D to $I_A_D_TEMP>>
<<set $I_A_21_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 21>>
<<set $I_A_TEMP to $I_A_21>>
<<set $I_A_D_TEMP to $I_A_21_D>>
<<set $I_A_T_TEMP to $I_A_21_T>>
<<set $I_A_P to 22>>
<<set $I_A_21 to $I_A_22>>
<<set $I_A_21_D to $I_A_22_D>>
<<set $I_A_21_T to $I_A_22_T>>
<<set $I_A_Swap to 21>>
<<set $I_A_Target to $I_A_22_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_22 to $I_A_TEMP>>
<<set $I_A_22_D to $I_A_D_TEMP>>
<<set $I_A_22_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 22>>
<<set $I_A_TEMP to $I_A_22>>
<<set $I_A_D_TEMP to $I_A_22_D>>
<<set $I_A_T_TEMP to $I_A_22_T>>
<<set $I_A_P to 23>>
<<set $I_A_22 to $I_A_23>>
<<set $I_A_22_D to $I_A_23_D>>
<<set $I_A_22_T to $I_A_23_T>>
<<set $I_A_Swap to 22>>
<<set $I_A_Target to $I_A_23_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_23 to $I_A_TEMP>>
<<set $I_A_23_D to $I_A_D_TEMP>>
<<set $I_A_23_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 23>>
<<set $I_A_TEMP to $I_A_23>>
<<set $I_A_D_TEMP to $I_A_23_D>>
<<set $I_A_T_TEMP to $I_A_23_T>>
<<set $I_A_P to 24>>
<<set $I_A_23 to $I_A_24>>
<<set $I_A_23_D to $I_A_24_D>>
<<set $I_A_23_T to $I_A_24_T>>
<<set $I_A_Swap to 23>>
<<set $I_A_Target to $I_A_24_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_24 to $I_A_TEMP>>
<<set $I_A_24_D to $I_A_D_TEMP>>
<<set $I_A_24_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 24>>
<<set $I_A_TEMP to $I_A_24>>
<<set $I_A_D_TEMP to $I_A_24_D>>
<<set $I_A_T_TEMP to $I_A_24_T>>
<<set $I_A_P to 25>>
<<set $I_A_24 to $I_A_25>>
<<set $I_A_24_D to $I_A_25_D>>
<<set $I_A_24_T to $I_A_25_T>>
<<set $I_A_Swap to 24>>
<<set $I_A_Target to $I_A_25_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_25 to $I_A_TEMP>>
<<set $I_A_25_D to $I_A_D_TEMP>>
<<set $I_A_25_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 25>>
<<set $I_A_TEMP to $I_A_25>>
<<set $I_A_D_TEMP to $I_A_25_D>>
<<set $I_A_T_TEMP to $I_A_25_T>>
<<set $I_A_P to 26>>
<<set $I_A_25 to $I_A_26>>
<<set $I_A_25_D to $I_A_26_D>>
<<set $I_A_25_T to $I_A_26_T>>
<<set $I_A_Swap to 25>>
<<set $I_A_Target to $I_A_26_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_26 to $I_A_TEMP>>
<<set $I_A_26_D to $I_A_D_TEMP>>
<<set $I_A_26_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 26>>
<<set $I_A_TEMP to $I_A_26>>
<<set $I_A_D_TEMP to $I_A_26_D>>
<<set $I_A_T_TEMP to $I_A_26_T>>
<<set $I_A_P to 27>>
<<set $I_A_26 to $I_A_27>>
<<set $I_A_26_D to $I_A_27_D>>
<<set $I_A_26_T to $I_A_27_T>>
<<set $I_A_Swap to 26>>
<<set $I_A_Target to $I_A_27_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_27 to $I_A_TEMP>>
<<set $I_A_27_D to $I_A_D_TEMP>>
<<set $I_A_27_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 27>>
<<set $I_A_TEMP to $I_A_27>>
<<set $I_A_D_TEMP to $I_A_27_D>>
<<set $I_A_T_TEMP to $I_A_27_T>>
<<set $I_A_P to 28>>
<<set $I_A_27 to $I_A_28>>
<<set $I_A_27_D to $I_A_28_D>>
<<set $I_A_27_T to $I_A_28_T>>
<<set $I_A_Swap to 27>>
<<set $I_A_Target to $I_A_28_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_28 to $I_A_TEMP>>
<<set $I_A_28_D to $I_A_D_TEMP>>
<<set $I_A_28_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 28>>
<<set $I_A_TEMP to $I_A_28>>
<<set $I_A_D_TEMP to $I_A_28_D>>
<<set $I_A_T_TEMP to $I_A_28_T>>
<<set $I_A_P to 29>>
<<set $I_A_28 to $I_A_29>>
<<set $I_A_28_D to $I_A_29_D>>
<<set $I_A_28_T to $I_A_29_T>>
<<set $I_A_Swap to 28>>
<<set $I_A_Target to $I_A_29_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_29 to $I_A_TEMP>>
<<set $I_A_29_D to $I_A_D_TEMP>>
<<set $I_A_29_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 29>>
<<set $I_A_TEMP to $I_A_29>>
<<set $I_A_D_TEMP to $I_A_29_D>>
<<set $I_A_T_TEMP to $I_A_29_T>>
<<set $I_A_P to 30>>
<<set $I_A_29 to $I_A_30>>
<<set $I_A_29_D to $I_A_30_D>>
<<set $I_A_29_T to $I_A_30_T>>
<<set $I_A_Swap to 29>>
<<set $I_A_Target to $I_A_30_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_30 to $I_A_TEMP>>
<<set $I_A_30_D to $I_A_D_TEMP>>
<<set $I_A_30_T to $I_A_T_TEMP>>
<</if>>
<<if $I_A_Move is 30>>
<<set $I_A_TEMP to $I_A_30>>
<<set $I_A_D_TEMP to $I_A_30_D>>
<<set $I_A_T_TEMP to $I_A_30_T>>
<<set $I_A_P to 1>>
<<set $I_A_30 to $I_A_1>>
<<set $I_A_30_D to $I_A_1_D>>
<<set $I_A_30_T to $I_A_1_T>>
<<set $I_A_Swap to 30>>
<<set $I_A_Target to $I_A_1_T>>
<<include "Inventory Armour Swap">>
<<set $I_A_1 to $I_A_TEMP>>
<<set $I_A_1_D to $I_A_D_TEMP>>
<<set $I_A_1_T to $I_A_T_TEMP>>
<</if>>
<<set $I_A_Move to $I_A_Move + 1>>
<<if $I_A_Move gte 31>>
<<set $I_A_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $Inventory_a_slots_filled to $Inventory_a_slots_filled - 1>>
<<if $Armour_Remove_Position is 1>>
<<set $I_A_1 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 2>>
<<set $I_A_2 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 3>>
<<set $I_A_3 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 4>>
<<set $I_A_4 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 5>>
<<set $I_A_5 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 6>>
<<set $I_A_6 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 7>>
<<set $I_A_7 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 8>>
<<set $I_A_8 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 9>>
<<set $I_A_9 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 10>>
<<set $I_A_10 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 11>>
<<set $I_A_11 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 12>>
<<set $I_A_12 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 13>>
<<set $I_A_13 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 14>>
<<set $I_A_14 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 15>>
<<set $I_A_15 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 16>>
<<set $I_A_16 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 17>>
<<set $I_A_17 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 18>>
<<set $I_A_18 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 19>>
<<set $I_A_19 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 20>>
<<set $I_A_20 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 21>>
<<set $I_A_21 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 22>>
<<set $I_A_22 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 23>>
<<set $I_A_23 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 24>>
<<set $I_A_24 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 25>>
<<set $I_A_25 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 26>>
<<set $I_A_26 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 27>>
<<set $I_A_27 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 28>>
<<set $I_A_28 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 29>>
<<set $I_A_29 to "empty">>
<</if>>
<<if $Armour_Remove_Position is 30>>
<<set $I_A_30 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Inventory_c_slots_filled gte 30>>
<<set $Inventory_c_full to 1>>
<<else>>
<<set $Inventory_c_full to 0>>
<<if $C_Pickup is 1>>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled + 1>>
<</if>>
<</if>>
<<if $I_C_1 is "empty" or $Consumable_Update_Position === 1>>
<<set $I_C_1 to $I_C_Temp>>
<<set $I_C_1_D to $I_C_D_Temp>>
<<set $I_C_1_T to $I_C_T_Temp>>
<<set $I_C_1_S to $I_C_1_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_1_S>>
<<set $I_C_P to 1>>
<<elseif $I_C_2 is "empty" or $Consumable_Update_Position === 2>>
<<set $I_C_2 to $I_C_Temp>>
<<set $I_C_2_D to $I_C_D_Temp>>
<<set $I_C_2_T to $I_C_T_Temp>>
<<set $I_C_2_S to $I_C_2_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_2_S>>
<<set $I_C_P to 2>>
<<elseif $I_C_3 is "empty" or $Consumable_Update_Position === 3>>
<<set $I_C_3 to $I_C_Temp>>
<<set $I_C_3_D to $I_C_D_Temp>>
<<set $I_C_3_T to $I_C_T_Temp>>
<<set $I_C_3_S to $I_C_3_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_3_S>>
<<set $I_C_P to 3>>
<<elseif $I_C_4 is "empty" or $Consumable_Update_Position === 4>>
<<set $I_C_4 to $I_C_Temp>>
<<set $I_C_4_D to $I_C_D_Temp>>
<<set $I_C_4_T to $I_C_T_Temp>>
<<set $I_C_4_S to $I_C_4_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_4_S>>
<<set $I_C_P to 4>>
<<elseif $I_C_5 is "empty" or $Consumable_Update_Position === 5>>
<<set $I_C_5 to $I_C_Temp>>
<<set $I_C_5_D to $I_C_D_Temp>>
<<set $I_C_5_T to $I_C_T_Temp>>
<<set $I_C_5_S to $I_C_5_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_5_S>>
<<set $I_C_P to 5>>
<<elseif $I_C_6 is "empty" or $Consumable_Update_Position === 6>>
<<set $I_C_6 to $I_C_Temp>>
<<set $I_C_6_D to $I_C_D_Temp>>
<<set $I_C_6_T to $I_C_T_Temp>>
<<set $I_C_6_S to $I_C_6_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_6_S>>
<<set $I_C_P to 6>>
<<elseif $I_C_7 is "empty" or $Consumable_Update_Position === 7>>
<<set $I_C_7 to $I_C_Temp>>
<<set $I_C_7_D to $I_C_D_Temp>>
<<set $I_C_7_T to $I_C_T_Temp>>
<<set $I_C_7_S to $I_C_7_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_7_S>>
<<set $I_C_P to 7>>
<<elseif $I_C_8 is "empty" or $Consumable_Update_Position === 8>>
<<set $I_C_8 to $I_C_Temp>>
<<set $I_C_8_D to $I_C_D_Temp>>
<<set $I_C_8_T to $I_C_T_Temp>>
<<set $I_C_8_S to $I_C_8_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_8_S>>
<<set $I_C_P to 8>>
<<elseif $I_C_9 is "empty" or $Consumable_Update_Position === 9>>
<<set $I_C_9 to $I_C_Temp>>
<<set $I_C_9_D to $I_C_D_Temp>>
<<set $I_C_9_T to $I_C_T_Temp>>
<<set $I_C_9_S to $I_C_9_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_9_S>>
<<set $I_C_P to 9>>
<<elseif $I_C_10 is "empty" or $Consumable_Update_Position === 10>>
<<set $I_C_10 to $I_C_Temp>>
<<set $I_C_10_D to $I_C_D_Temp>>
<<set $I_C_10_T to $I_C_T_Temp>>
<<set $I_C_10_S to $I_C_10_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_10_S>>
<<set $I_C_P to 10>>
<<elseif $I_C_11 is "empty" or $Consumable_Update_Position === 11>>
<<set $I_C_11 to $I_C_Temp>>
<<set $I_C_11_D to $I_C_D_Temp>>
<<set $I_C_11_T to $I_C_T_Temp>>
<<set $I_C_11_S to $I_C_11_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_11_S>>
<<set $I_C_P to 11>>
<<elseif $I_C_12 is "empty" or $Consumable_Update_Position === 12>>
<<set $I_C_12 to $I_C_Temp>>
<<set $I_C_12_D to $I_C_D_Temp>>
<<set $I_C_12_T to $I_C_T_Temp>>
<<set $I_C_12_S to $I_C_12_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_12_S>>
<<set $I_C_P to 12>>
<<elseif $I_C_13 is "empty" or $Consumable_Update_Position === 13>>
<<set $I_C_13 to $I_C_Temp>>
<<set $I_C_13_D to $I_C_D_Temp>>
<<set $I_C_13_T to $I_C_T_Temp>>
<<set $I_C_13_S to $I_C_13_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_13_S>>
<<set $I_C_P to 13>>
<<elseif $I_C_14 is "empty" or $Consumable_Update_Position === 14>>
<<set $I_C_14 to $I_C_Temp>>
<<set $I_C_14_D to $I_C_D_Temp>>
<<set $I_C_14_T to $I_C_T_Temp>>
<<set $I_C_14_S to $I_C_14_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_14_S>>
<<set $I_C_P to 14>>
<<elseif $I_C_15 is "empty" or $Consumable_Update_Position === 15>>
<<set $I_C_15 to $I_C_Temp>>
<<set $I_C_15_D to $I_C_D_Temp>>
<<set $I_C_15_T to $I_C_T_Temp>>
<<set $I_C_15_S to $I_C_15_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_15_S>>
<<set $I_C_P to 15>>
<<elseif $I_C_16 is "empty" or $Consumable_Update_Position === 16>>
<<set $I_C_16 to $I_C_Temp>>
<<set $I_C_16_D to $I_C_D_Temp>>
<<set $I_C_16_T to $I_C_T_Temp>>
<<set $I_C_16_S to $I_C_16_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_16_S>>
<<set $I_C_P to 16>>
<<elseif $I_C_17 is "empty" or $Consumable_Update_Position === 17>>
<<set $I_C_17 to $I_C_Temp>>
<<set $I_C_17_D to $I_C_D_Temp>>
<<set $I_C_17_T to $I_C_T_Temp>>
<<set $I_C_17_S to $I_C_17_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_17_S>>
<<set $I_C_P to 17>>
<<elseif $I_C_18 is "empty" or $Consumable_Update_Position === 18>>
<<set $I_C_18 to $I_C_Temp>>
<<set $I_C_18_D to $I_C_D_Temp>>
<<set $I_C_18_T to $I_C_T_Temp>>
<<set $I_C_18_S to $I_C_18_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_18_S>>
<<set $I_C_P to 18>>
<<elseif $I_C_19 is "empty" or $Consumable_Update_Position === 19>>
<<set $I_C_19 to $I_C_Temp>>
<<set $I_C_19_D to $I_C_D_Temp>>
<<set $I_C_19_T to $I_C_T_Temp>>
<<set $I_C_19_S to $I_C_19_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_19_S>>
<<set $I_C_P to 19>>
<<elseif $I_C_20 is "empty" or $Consumable_Update_Position === 20>>
<<set $I_C_20 to $I_C_Temp>>
<<set $I_C_20_D to $I_C_D_Temp>>
<<set $I_C_20_T to $I_C_T_Temp>>
<<set $I_C_20_S to $I_C_20_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_20_S>>
<<set $I_C_P to 20>>
<<elseif $I_C_21 is "empty" or $Consumable_Update_Position === 21>>
<<set $I_C_21 to $I_C_Temp>>
<<set $I_C_21_D to $I_C_D_Temp>>
<<set $I_C_21_T to $I_C_T_Temp>>
<<set $I_C_21_S to $I_C_21_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_21_S>>
<<set $I_C_P to 21>>
<<elseif $I_C_22 is "empty" or $Consumable_Update_Position === 22>>
<<set $I_C_22 to $I_C_Temp>>
<<set $I_C_22_D to $I_C_D_Temp>>
<<set $I_C_22_T to $I_C_T_Temp>>
<<set $I_C_22_S to $I_C_22_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_22_S>>
<<set $I_C_P to 22>>
<<elseif $I_C_23 is "empty" or $Consumable_Update_Position === 23>>
<<set $I_C_23 to $I_C_Temp>>
<<set $I_C_23_D to $I_C_D_Temp>>
<<set $I_C_23_T to $I_C_T_Temp>>
<<set $I_C_23_S to $I_C_23_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_23_S>>
<<set $I_C_P to 23>>
<<elseif $I_C_24 is "empty" or $Consumable_Update_Position === 24>>
<<set $I_C_24 to $I_C_Temp>>
<<set $I_C_24_D to $I_C_D_Temp>>
<<set $I_C_24_T to $I_C_T_Temp>>
<<set $I_C_24_S to $I_C_24_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_24_S>>
<<set $I_C_P to 24>>
<<elseif $I_C_25 is "empty" or $Consumable_Update_Position === 25>>
<<set $I_C_25 to $I_C_Temp>>
<<set $I_C_25_D to $I_C_D_Temp>>
<<set $I_C_25_T to $I_C_T_Temp>>
<<set $I_C_25_S to $I_C_25_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_25_S>>
<<set $I_C_P to 25>>
<<elseif $I_C_26 is "empty" or $Consumable_Update_Position === 26>>
<<set $I_C_26 to $I_C_Temp>>
<<set $I_C_26_D to $I_C_D_Temp>>
<<set $I_C_26_T to $I_C_T_Temp>>
<<set $I_C_26_S to $I_C_26_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_26_S>>
<<set $I_C_P to 26>>
<<elseif $I_C_27 is "empty" or $Consumable_Update_Position === 27>>
<<set $I_C_27 to $I_C_Temp>>
<<set $I_C_27_D to $I_C_D_Temp>>
<<set $I_C_27_T to $I_C_T_Temp>>
<<set $I_C_27_S to $I_C_27_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_27_S>>
<<set $I_C_P to 27>>
<<elseif $I_C_28 is "empty" or $Consumable_Update_Position === 28>>
<<set $I_C_28 to $I_C_Temp>>
<<set $I_C_28_D to $I_C_D_Temp>>
<<set $I_C_28_T to $I_C_T_Temp>>
<<set $I_C_28_S to $I_C_28_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_28_S>>
<<set $I_C_P to 28>>
<<elseif $I_C_29 is "empty" or $Consumable_Update_Position === 29>>
<<set $I_C_29 to $I_C_Temp>>
<<set $I_C_29_D to $I_C_D_Temp>>
<<set $I_C_29_T to $I_C_T_Temp>>
<<set $I_C_29_S to $I_C_29_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_29_S>>
<<set $I_C_P to 29>>
<<elseif $I_C_30 is "empty" or $Consumable_Update_Position === 30>>
<<set $I_C_30 to $I_C_Temp>>
<<set $I_C_30_D to $I_C_D_Temp>>
<<set $I_C_30_T to $I_C_T_Temp>>
<<set $I_C_30_S to $I_C_30_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_30_S>>
<<set $I_C_P to 30>>
<</if>>
<<set $inventory_pane to "consumables">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</nobr>><<nobr>>
<<if $I_C_Move is 30>>
<<set $I_C_TEMP to $I_C_30>>
<<set $I_C_D_TEMP to $I_C_30_D>>
<<set $I_C_T_TEMP to $I_C_30_T>>
<<set $I_C_S_TEMP to $I_C_30_S>>
<<set $I_C_S_TEMP2 to $I_C_29_S>>
<<set $I_C_P to 29>>
<<set $I_C_30 to $I_C_29>>
<<set $I_C_30_D to $I_C_29_D>>
<<set $I_C_30_T to $I_C_29_T>>
<<set $I_C_30_S to $I_C_29_S>>
<<set $I_C_Swap to 30>>
<<set $I_C_Swap_S to $I_C_S_TEMP>>
<<set $I_C_Target to $I_C_29_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_29 to $I_C_TEMP>>
<<set $I_C_29_D to $I_C_D_TEMP>>
<<set $I_C_29_T to $I_C_T_TEMP>>
<<set $I_C_29_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 29>>
<<set $I_C_TEMP to $I_C_29>>
<<set $I_C_D_TEMP to $I_C_29_D>>
<<set $I_C_T_TEMP to $I_C_29_T>>
<<set $I_C_S_TEMP to $I_C_29_S>>
<<set $I_C_S_TEMP2 to $I_C_28_S>>
<<set $I_C_P to 28>>
<<set $I_C_29 to $I_C_28>>
<<set $I_C_29_D to $I_C_28_D>>
<<set $I_C_29_T to $I_C_28_T>>
<<set $I_C_29_S to $I_C_28_S>>
<<set $I_C_Swap to 29>>
<<set $I_C_Target to $I_C_28_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_28 to $I_C_TEMP>>
<<set $I_C_28_D to $I_C_D_TEMP>>
<<set $I_C_28_T to $I_C_T_TEMP>>
<<set $I_C_28_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 28>>
<<set $I_C_TEMP to $I_C_28>>
<<set $I_C_D_TEMP to $I_C_28_D>>
<<set $I_C_T_TEMP to $I_C_28_T>>
<<set $I_C_S_TEMP to $I_C_28_S>>
<<set $I_C_S_TEMP2 to $I_C_27_S>>
<<set $I_C_P to 27>>
<<set $I_C_28 to $I_C_27>>
<<set $I_C_28_D to $I_C_27_D>>
<<set $I_C_28_T to $I_C_27_T>>
<<set $I_C_28_S to $I_C_27_S>>
<<set $I_C_Swap to 28>>
<<set $I_C_Target to $I_C_27_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_27 to $I_C_TEMP>>
<<set $I_C_27_D to $I_C_D_TEMP>>
<<set $I_C_27_T to $I_C_T_TEMP>>
<<set $I_C_27_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 27>>
<<set $I_C_TEMP to $I_C_27>>
<<set $I_C_D_TEMP to $I_C_27_D>>
<<set $I_C_T_TEMP to $I_C_27_T>>
<<set $I_C_S_TEMP to $I_C_27_S>>
<<set $I_C_S_TEMP2 to $I_C_26_S>>
<<set $I_C_P to 26>>
<<set $I_C_27 to $I_C_26>>
<<set $I_C_27_D to $I_C_26_D>>
<<set $I_C_27_T to $I_C_26_T>>
<<set $I_C_27_S to $I_C_26_S>>
<<set $I_C_Swap to 27>>
<<set $I_C_Target to $I_C_26_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_26 to $I_C_TEMP>>
<<set $I_C_26_D to $I_C_D_TEMP>>
<<set $I_C_26_T to $I_C_T_TEMP>>
<<set $I_C_26_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 26>>
<<set $I_C_TEMP to $I_C_26>>
<<set $I_C_D_TEMP to $I_C_26_D>>
<<set $I_C_T_TEMP to $I_C_26_T>>
<<set $I_C_S_TEMP to $I_C_26_S>>
<<set $I_C_S_TEMP2 to $I_C_25_S>>
<<set $I_C_P to 25>>
<<set $I_C_26 to $I_C_25>>
<<set $I_C_26_D to $I_C_25_D>>
<<set $I_C_26_T to $I_C_25_T>>
<<set $I_C_26_S to $I_C_25_S>>
<<set $I_C_Swap to 26>>
<<set $I_C_Target to $I_C_25_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_25 to $I_C_TEMP>>
<<set $I_C_25_D to $I_C_D_TEMP>>
<<set $I_C_25_T to $I_C_T_TEMP>>
<<set $I_C_25_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 25>>
<<set $I_C_TEMP to $I_C_25>>
<<set $I_C_D_TEMP to $I_C_25_D>>
<<set $I_C_T_TEMP to $I_C_25_T>>
<<set $I_C_S_TEMP to $I_C_25_S>>
<<set $I_C_S_TEMP2 to $I_C_24_S>>
<<set $I_C_P to 24>>
<<set $I_C_25 to $I_C_24>>
<<set $I_C_25_D to $I_C_24_D>>
<<set $I_C_25_T to $I_C_24_T>>
<<set $I_C_25_S to $I_C_24_S>>
<<set $I_C_Swap to 25>>
<<set $I_C_Target to $I_C_24_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_24 to $I_C_TEMP>>
<<set $I_C_24_D to $I_C_D_TEMP>>
<<set $I_C_24_T to $I_C_T_TEMP>>
<<set $I_C_24_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 24>>
<<set $I_C_TEMP to $I_C_24>>
<<set $I_C_D_TEMP to $I_C_24_D>>
<<set $I_C_T_TEMP to $I_C_24_T>>
<<set $I_C_S_TEMP to $I_C_24_S>>
<<set $I_C_S_TEMP2 to $I_C_23_S>>
<<set $I_C_P to 23>>
<<set $I_C_24 to $I_C_23>>
<<set $I_C_24_D to $I_C_23_D>>
<<set $I_C_24_T to $I_C_23_T>>
<<set $I_C_24_S to $I_C_23_S>>
<<set $I_C_Swap to 24>>
<<set $I_C_Target to $I_C_23_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_23 to $I_C_TEMP>>
<<set $I_C_23_D to $I_C_D_TEMP>>
<<set $I_C_23_T to $I_C_T_TEMP>>
<<set $I_C_23_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 23>>
<<set $I_C_TEMP to $I_C_23>>
<<set $I_C_D_TEMP to $I_C_23_D>>
<<set $I_C_T_TEMP to $I_C_23_T>>
<<set $I_C_S_TEMP to $I_C_23_S>>
<<set $I_C_S_TEMP2 to $I_C_22_S>>
<<set $I_C_P to 22>>
<<set $I_C_23 to $I_C_22>>
<<set $I_C_23_D to $I_C_22_D>>
<<set $I_C_23_T to $I_C_22_T>>
<<set $I_C_23_S to $I_C_22_S>>
<<set $I_C_Swap to 23>>
<<set $I_C_Target to $I_C_22_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_22 to $I_C_TEMP>>
<<set $I_C_22_D to $I_C_D_TEMP>>
<<set $I_C_22_T to $I_C_T_TEMP>>
<<set $I_C_22_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 22>>
<<set $I_C_TEMP to $I_C_22>>
<<set $I_C_D_TEMP to $I_C_22_D>>
<<set $I_C_T_TEMP to $I_C_22_T>>
<<set $I_C_S_TEMP to $I_C_22_S>>
<<set $I_C_S_TEMP2 to $I_C_21_S>>
<<set $I_C_P to 21>>
<<set $I_C_22 to $I_C_21>>
<<set $I_C_22_D to $I_C_21_D>>
<<set $I_C_22_T to $I_C_21_T>>
<<set $I_C_22_S to $I_C_21_S>>
<<set $I_C_Swap to 22>>
<<set $I_C_Target to $I_C_21_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_21 to $I_C_TEMP>>
<<set $I_C_21_D to $I_C_D_TEMP>>
<<set $I_C_21_T to $I_C_T_TEMP>>
<<set $I_C_21_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 21>>
<<set $I_C_TEMP to $I_C_21>>
<<set $I_C_D_TEMP to $I_C_21_D>>
<<set $I_C_T_TEMP to $I_C_21_T>>
<<set $I_C_S_TEMP to $I_C_21_S>>
<<set $I_C_S_TEMP2 to $I_C_20_S>>
<<set $I_C_P to 20>>
<<set $I_C_21 to $I_C_20>>
<<set $I_C_21_D to $I_C_20_D>>
<<set $I_C_21_T to $I_C_20_T>>
<<set $I_C_21_S to $I_C_20_S>>
<<set $I_C_Swap to 21>>
<<set $I_C_Target to $I_C_20_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_20 to $I_C_TEMP>>
<<set $I_C_20_D to $I_C_D_TEMP>>
<<set $I_C_20_T to $I_C_T_TEMP>>
<<set $I_C_20_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 20>>
<<set $I_C_TEMP to $I_C_20>>
<<set $I_C_D_TEMP to $I_C_20_D>>
<<set $I_C_T_TEMP to $I_C_20_T>>
<<set $I_C_S_TEMP to $I_C_20_S>>
<<set $I_C_S_TEMP2 to $I_C_19_S>>
<<set $I_C_P to 19>>
<<set $I_C_20 to $I_C_19>>
<<set $I_C_20_D to $I_C_19_D>>
<<set $I_C_20_T to $I_C_19_T>>
<<set $I_C_20_S to $I_C_19_S>>
<<set $I_C_Swap to 20>>
<<set $I_C_Target to $I_C_19_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_19 to $I_C_TEMP>>
<<set $I_C_19_D to $I_C_D_TEMP>>
<<set $I_C_19_T to $I_C_T_TEMP>>
<<set $I_C_19_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 19>>
<<set $I_C_TEMP to $I_C_19>>
<<set $I_C_D_TEMP to $I_C_19_D>>
<<set $I_C_T_TEMP to $I_C_19_T>>
<<set $I_C_S_TEMP to $I_C_19_S>>
<<set $I_C_S_TEMP2 to $I_C_18_S>>
<<set $I_C_P to 18>>
<<set $I_C_19 to $I_C_18>>
<<set $I_C_19_D to $I_C_18_D>>
<<set $I_C_19_T to $I_C_18_T>>
<<set $I_C_19_S to $I_C_18_S>>
<<set $I_C_Swap to 19>>
<<set $I_C_Target to $I_C_18_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_18 to $I_C_TEMP>>
<<set $I_C_18_D to $I_C_D_TEMP>>
<<set $I_C_18_T to $I_C_T_TEMP>>
<<set $I_C_18_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 18>>
<<set $I_C_TEMP to $I_C_18>>
<<set $I_C_D_TEMP to $I_C_18_D>>
<<set $I_C_T_TEMP to $I_C_18_T>>
<<set $I_C_S_TEMP to $I_C_18_S>>
<<set $I_C_S_TEMP2 to $I_C_17_S>>
<<set $I_C_P to 17>>
<<set $I_C_18 to $I_C_17>>
<<set $I_C_18_D to $I_C_17_D>>
<<set $I_C_18_T to $I_C_17_T>>
<<set $I_C_18_S to $I_C_17_S>>
<<set $I_C_Swap to 18>>
<<set $I_C_Target to $I_C_17_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_17 to $I_C_TEMP>>
<<set $I_C_17_D to $I_C_D_TEMP>>
<<set $I_C_17_T to $I_C_T_TEMP>>
<<set $I_C_17_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 17>>
<<set $I_C_TEMP to $I_C_17>>
<<set $I_C_D_TEMP to $I_C_17_D>>
<<set $I_C_T_TEMP to $I_C_17_T>>
<<set $I_C_S_TEMP to $I_C_17_S>>
<<set $I_C_S_TEMP2 to $I_C_16_S>>
<<set $I_C_P to 16>>
<<set $I_C_17 to $I_C_16>>
<<set $I_C_17_D to $I_C_16_D>>
<<set $I_C_17_T to $I_C_16_T>>
<<set $I_C_17_S to $I_C_16_S>>
<<set $I_C_Swap to 17>>
<<set $I_C_Target to $I_C_16_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_16 to $I_C_TEMP>>
<<set $I_C_16_D to $I_C_D_TEMP>>
<<set $I_C_16_T to $I_C_T_TEMP>>
<<set $I_C_16_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 16>>
<<set $I_C_TEMP to $I_C_16>>
<<set $I_C_D_TEMP to $I_C_16_D>>
<<set $I_C_T_TEMP to $I_C_16_T>>
<<set $I_C_S_TEMP to $I_C_16_S>>
<<set $I_C_S_TEMP2 to $I_C_15_S>>
<<set $I_C_P to 15>>
<<set $I_C_16 to $I_C_15>>
<<set $I_C_16_D to $I_C_15_D>>
<<set $I_C_16_T to $I_C_15_T>>
<<set $I_C_16_S to $I_C_15_S>>
<<set $I_C_Swap to 16>>
<<set $I_C_Target to $I_C_15_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_15 to $I_C_TEMP>>
<<set $I_C_15_D to $I_C_D_TEMP>>
<<set $I_C_15_T to $I_C_T_TEMP>>
<<set $I_C_15_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 15>>
<<set $I_C_TEMP to $I_C_15>>
<<set $I_C_D_TEMP to $I_C_15_D>>
<<set $I_C_T_TEMP to $I_C_15_T>>
<<set $I_C_S_TEMP to $I_C_15_S>>
<<set $I_C_S_TEMP2 to $I_C_14_S>>
<<set $I_C_P to 14>>
<<set $I_C_15 to $I_C_14>>
<<set $I_C_15_D to $I_C_14_D>>
<<set $I_C_15_T to $I_C_14_T>>
<<set $I_C_15_S to $I_C_14_S>>
<<set $I_C_Swap to 15>>
<<set $I_C_Target to $I_C_14_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_14 to $I_C_TEMP>>
<<set $I_C_14_D to $I_C_D_TEMP>>
<<set $I_C_14_T to $I_C_T_TEMP>>
<<set $I_C_14_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 14>>
<<set $I_C_TEMP to $I_C_14>>
<<set $I_C_D_TEMP to $I_C_14_D>>
<<set $I_C_T_TEMP to $I_C_14_T>>
<<set $I_C_S_TEMP to $I_C_14_S>>
<<set $I_C_S_TEMP2 to $I_C_13_S>>
<<set $I_C_P to 13>>
<<set $I_C_14 to $I_C_13>>
<<set $I_C_14_D to $I_C_13_D>>
<<set $I_C_14_T to $I_C_13_T>>
<<set $I_C_14_S to $I_C_13_S>>
<<set $I_C_Swap to 14>>
<<set $I_C_Target to $I_C_13_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_13 to $I_C_TEMP>>
<<set $I_C_13_D to $I_C_D_TEMP>>
<<set $I_C_13_T to $I_C_T_TEMP>>
<<set $I_C_13_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 13>>
<<set $I_C_TEMP to $I_C_13>>
<<set $I_C_D_TEMP to $I_C_13_D>>
<<set $I_C_T_TEMP to $I_C_13_T>>
<<set $I_C_S_TEMP to $I_C_13_S>>
<<set $I_C_S_TEMP2 to $I_C_12_S>>
<<set $I_C_P to 12>>
<<set $I_C_13 to $I_C_12>>
<<set $I_C_13_D to $I_C_12_D>>
<<set $I_C_13_T to $I_C_12_T>>
<<set $I_C_13_S to $I_C_12_S>>
<<set $I_C_Swap to 13>>
<<set $I_C_Target to $I_C_12_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_12 to $I_C_TEMP>>
<<set $I_C_12_D to $I_C_D_TEMP>>
<<set $I_C_12_T to $I_C_T_TEMP>>
<<set $I_C_12_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 12>>
<<set $I_C_TEMP to $I_C_12>>
<<set $I_C_D_TEMP to $I_C_12_D>>
<<set $I_C_T_TEMP to $I_C_12_T>>
<<set $I_C_S_TEMP to $I_C_12_S>>
<<set $I_C_S_TEMP2 to $I_C_11_S>>
<<set $I_C_P to 11>>
<<set $I_C_12 to $I_C_11>>
<<set $I_C_12_D to $I_C_11_D>>
<<set $I_C_12_T to $I_C_11_T>>
<<set $I_C_12_S to $I_C_11_S>>
<<set $I_C_Swap to 12>>
<<set $I_C_Target to $I_C_11_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_11 to $I_C_TEMP>>
<<set $I_C_11_D to $I_C_D_TEMP>>
<<set $I_C_11_T to $I_C_T_TEMP>>
<<set $I_C_11_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 11>>
<<set $I_C_TEMP to $I_C_11>>
<<set $I_C_D_TEMP to $I_C_11_D>>
<<set $I_C_T_TEMP to $I_C_11_T>>
<<set $I_C_S_TEMP to $I_C_11_S>>
<<set $I_C_S_TEMP2 to $I_C_10_S>>
<<set $I_C_P to 10>>
<<set $I_C_11 to $I_C_10>>
<<set $I_C_11_D to $I_C_10_D>>
<<set $I_C_11_T to $I_C_10_T>>
<<set $I_C_11_S to $I_C_10_S>>
<<set $I_C_Swap to 11>>
<<set $I_C_Target to $I_C_10_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_10 to $I_C_TEMP>>
<<set $I_C_10_D to $I_C_D_TEMP>>
<<set $I_C_10_T to $I_C_T_TEMP>>
<<set $I_C_10_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 10>>
<<set $I_C_TEMP to $I_C_10>>
<<set $I_C_D_TEMP to $I_C_10_D>>
<<set $I_C_T_TEMP to $I_C_10_T>>
<<set $I_C_S_TEMP to $I_C_10_S>>
<<set $I_C_S_TEMP2 to $I_C_9_S>>
<<set $I_C_P to 9>>
<<set $I_C_10 to $I_C_9>>
<<set $I_C_10_D to $I_C_9_D>>
<<set $I_C_10_T to $I_C_9_T>>
<<set $I_C_10_S to $I_C_9_S>>
<<set $I_C_Swap to 10>>
<<set $I_C_Target to $I_C_9_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_9 to $I_C_TEMP>>
<<set $I_C_9_D to $I_C_D_TEMP>>
<<set $I_C_9_T to $I_C_T_TEMP>>
<<set $I_C_9_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 9>>
<<set $I_C_TEMP to $I_C_9>>
<<set $I_C_D_TEMP to $I_C_9_D>>
<<set $I_C_T_TEMP to $I_C_9_T>>
<<set $I_C_S_TEMP to $I_C_9_S>>
<<set $I_C_S_TEMP2 to $I_C_8_S>>
<<set $I_C_P to 8>>
<<set $I_C_9 to $I_C_8>>
<<set $I_C_9_D to $I_C_8_D>>
<<set $I_C_9_T to $I_C_8_T>>
<<set $I_C_9_S to $I_C_8_S>>
<<set $I_C_Swap to 9>>
<<set $I_C_Target to $I_C_8_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_8 to $I_C_TEMP>>
<<set $I_C_8_D to $I_C_D_TEMP>>
<<set $I_C_8_T to $I_C_T_TEMP>>
<<set $I_C_8_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 8>>
<<set $I_C_TEMP to $I_C_8>>
<<set $I_C_D_TEMP to $I_C_8_D>>
<<set $I_C_T_TEMP to $I_C_8_T>>
<<set $I_C_S_TEMP to $I_C_8_S>>
<<set $I_C_S_TEMP2 to $I_C_7_S>>
<<set $I_C_P to 7>>
<<set $I_C_8 to $I_C_7>>
<<set $I_C_8_D to $I_C_7_D>>
<<set $I_C_8_T to $I_C_7_T>>
<<set $I_C_8_S to $I_C_7_S>>
<<set $I_C_Swap to 8>>
<<set $I_C_Target to $I_C_7_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_7 to $I_C_TEMP>>
<<set $I_C_7_D to $I_C_D_TEMP>>
<<set $I_C_7_T to $I_C_T_TEMP>>
<<set $I_C_7_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 7>>
<<set $I_C_TEMP to $I_C_7>>
<<set $I_C_D_TEMP to $I_C_7_D>>
<<set $I_C_T_TEMP to $I_C_7_T>>
<<set $I_C_S_TEMP to $I_C_7_S>>
<<set $I_C_S_TEMP2 to $I_C_6_S>>
<<set $I_C_P to 6>>
<<set $I_C_7 to $I_C_6>>
<<set $I_C_7_D to $I_C_6_D>>
<<set $I_C_7_T to $I_C_6_T>>
<<set $I_C_7_S to $I_C_6_S>>
<<set $I_C_Swap to 7>>
<<set $I_C_Target to $I_C_6_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_6 to $I_C_TEMP>>
<<set $I_C_6_D to $I_C_D_TEMP>>
<<set $I_C_6_T to $I_C_T_TEMP>>
<<set $I_C_6_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 6>>
<<set $I_C_TEMP to $I_C_6>>
<<set $I_C_D_TEMP to $I_C_6_D>>
<<set $I_C_T_TEMP to $I_C_6_T>>
<<set $I_C_S_TEMP to $I_C_6_S>>
<<set $I_C_S_TEMP2 to $I_C_5_S>>
<<set $I_C_P to 5>>
<<set $I_C_6 to $I_C_5>>
<<set $I_C_6_D to $I_C_5_D>>
<<set $I_C_6_T to $I_C_5_T>>
<<set $I_C_6_S to $I_C_5_S>>
<<set $I_C_Swap to 6>>
<<set $I_C_Target to $I_C_5_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_5 to $I_C_TEMP>>
<<set $I_C_5_D to $I_C_D_TEMP>>
<<set $I_C_5_T to $I_C_T_TEMP>>
<<set $I_C_5_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 5>>
<<set $I_C_TEMP to $I_C_5>>
<<set $I_C_D_TEMP to $I_C_5_D>>
<<set $I_C_T_TEMP to $I_C_5_T>>
<<set $I_C_S_TEMP to $I_C_5_S>>
<<set $I_C_S_TEMP2 to $I_C_4_S>>
<<set $I_C_P to 4>>
<<set $I_C_5 to $I_C_4>>
<<set $I_C_5_D to $I_C_4_D>>
<<set $I_C_5_T to $I_C_4_T>>
<<set $I_C_5_S to $I_C_4_S>>
<<set $I_C_Swap to 5>>
<<set $I_C_Target to $I_C_4_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_4 to $I_C_TEMP>>
<<set $I_C_4_D to $I_C_D_TEMP>>
<<set $I_C_4_T to $I_C_T_TEMP>>
<<set $I_C_4_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 4>>
<<set $I_C_TEMP to $I_C_4>>
<<set $I_C_D_TEMP to $I_C_4_D>>
<<set $I_C_T_TEMP to $I_C_4_T>>
<<set $I_C_S_TEMP to $I_C_4_S>>
<<set $I_C_S_TEMP2 to $I_C_3_S>>
<<set $I_C_P to 3>>
<<set $I_C_4 to $I_C_3>>
<<set $I_C_4_D to $I_C_3_D>>
<<set $I_C_4_T to $I_C_3_T>>
<<set $I_C_4_S to $I_C_3_S>>
<<set $I_C_Swap to 4>>
<<set $I_C_Target to $I_C_3_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_3 to $I_C_TEMP>>
<<set $I_C_3_D to $I_C_D_TEMP>>
<<set $I_C_3_T to $I_C_T_TEMP>>
<<set $I_C_3_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 3>>
<<set $I_C_TEMP to $I_C_3>>
<<set $I_C_D_TEMP to $I_C_3_D>>
<<set $I_C_T_TEMP to $I_C_3_T>>
<<set $I_C_S_TEMP to $I_C_3_S>>
<<set $I_C_S_TEMP2 to $I_C_2_S>>
<<set $I_C_P to 2>>
<<set $I_C_3 to $I_C_2>>
<<set $I_C_3_D to $I_C_2_D>>
<<set $I_C_3_T to $I_C_2_T>>
<<set $I_C_3_S to $I_C_2_S>>
<<set $I_C_Swap to 3>>
<<set $I_C_Target to $I_C_2_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_2 to $I_C_TEMP>>
<<set $I_C_2_D to $I_C_D_TEMP>>
<<set $I_C_2_T to $I_C_T_TEMP>>
<<set $I_C_2_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 2>>
<<set $I_C_TEMP to $I_C_2>>
<<set $I_C_D_TEMP to $I_C_2_D>>
<<set $I_C_T_TEMP to $I_C_2_T>>
<<set $I_C_S_TEMP to $I_C_2_S>>
<<set $I_C_S_TEMP2 to $I_C_1_S>>
<<set $I_C_P to 1>>
<<set $I_C_2 to $I_C_1>>
<<set $I_C_2_D to $I_C_1_D>>
<<set $I_C_2_T to $I_C_1_T>>
<<set $I_C_2_S to $I_C_1_S>>
<<set $I_C_Swap to 2>>
<<set $I_C_Target to $I_C_1_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_1 to $I_C_TEMP>>
<<set $I_C_1_D to $I_C_D_TEMP>>
<<set $I_C_1_T to $I_C_T_TEMP>>
<<set $I_C_1_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 1>>
<<set $I_C_TEMP to $I_C_1>>
<<set $I_C_D_TEMP to $I_C_1_D>>
<<set $I_C_T_TEMP to $I_C_1_T>>
<<set $I_C_S_TEMP to $I_C_1_S>>
<<set $I_C_S_TEMP2 to $I_C_30_S>>
<<set $I_C_P to 30>>
<<set $I_C_1 to $I_C_30>>
<<set $I_C_1_D to $I_C_30_D>>
<<set $I_C_1_T to $I_C_30_T>>
<<set $I_C_1_S to $I_C_30_S>>
<<set $I_C_Swap to 1>>
<<set $I_C_Target to $I_C_30_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_30 to $I_C_TEMP>>
<<set $I_C_30_D to $I_C_D_TEMP>>
<<set $I_C_30_T to $I_C_T_TEMP>>
<<set $I_C_30_S to $I_C_S_TEMP>>
<</if>>
<<set $I_C_Move to $I_C_Move - 1>>
<<if $I_C_Move lte 0>>
<<set $I_C_Move to 30>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_C_Target is "Health Potion">>
<<set $Health_Potion_Position to $I_C_Swap>>
<<set $C_Health_Potion to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Pain Relief">>
<<set $Pain_Relief_Position to $I_C_Swap>>
<<set $C_Pain_Relief to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Smart Bandage">>
<<set $Smart_Bandage_Position to $I_C_Swap>>
<<set $C_Smart_Bandage to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Glow Shard">>
<<set $Glow_Shard_Position to $I_C_Swap>>
<<set $C_Glow_Shard to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Sober Strobe">>
<<set $Sober_Strobe_Position to $I_C_Swap>>
<<set $C_Sober_Strobe to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Acid Grenade">>
<<set $Acid_Grenade_Position to $I_C_Swap>>
<<set $C_Acid_Grenade to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Redline">>
<<set $Redline_Position to $I_C_Swap>>
<<set $C_Redline to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Smartpick">>
<<set $Smartpick_Position to $I_C_Swap>>
<<set $C_Smartpick to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Dataprick">>
<<set $Dataprick_Position to $I_C_Swap>>
<<set $C_Dataprick to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Gold Nugget">>
<<set $Gold_Nugget_Position to $I_C_Swap>>
<<set $C_Gold_Nugget to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Glow Crystal">>
<<set $Glow_Crystal_Position to $I_C_Swap>>
<<set $C_Glow_Crystal to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Silence Thought">>
<<set $Silence_Thought_Position to $I_C_Swap>>
<<set $C_Silence_Thought to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Smart Pill">>
<<set $Smart_Pill_Position to $I_C_Swap>>
<<set $C_Smart_Pill to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Portable MediStation">>
<<set $Portable_MediStation_Position to $I_C_Swap>>
<<set $C_Portable_MediStation to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Medi Drone">>
<<set $Medi_Drone_Position to $I_C_Swap>>
<<set $C_Medi_Drone to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Energized Throwing Knife">>
<<set $Energized_Throwing_Knife_Position to $I_C_Swap>>
<<set $C_Energized_Throwing_Knife to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Unstable Power Core">>
<<set $Unstable_Power_Core_Position to $I_C_Swap>>
<<set $C_Unstable_Power_Core to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Leathegg">>
<<set $Leathegg_Position to $I_C_Swap>>
<<set $C_Leathegg to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Glob Core">>
<<set $Glob_Core_Position to $I_C_Swap>>
<<set $C_Glob_Core to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Active Glob Core">>
<<set $Active_Glob_Core_Position to $I_C_Swap>>
<<set $C_Active_Glob_Core to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Ransacked Medkit">>
<<set $Ransacked_Medkit_Position to $I_C_Swap>>
<<set $C_Ransacked_Medkit to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Sneerz Soda">>
<<set $Sneerz_Soda_Position to $I_C_Swap>>
<<set $C_Sneerz_Soda to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Tentakoyaki Flavour Chips">>
<<set $Tentakoyaki_Flavour_Chips_Position to $I_C_Swap>>
<<set $C_Tentakoyaki_Flavour_Chips to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Used TentaCan">>
<<set $Used_TentaCan_Position to $I_C_Swap>>
<<set $C_Used_TentaCan to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Paravine">>
<<set $Paravine_Position to $I_C_Swap>>
<<set $C_Paravine to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Writhing Tentacle">>
<<set $Writhing_Tentacle_Position to $I_C_Swap>>
<<set $C_Writhing_Tentacle to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Glob Gloop">>
<<set $Glob_Gloop_Position to $I_C_Swap>>
<<set $C_Glob_Gloop to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Busted Terminal">>
<<set $Busted_Terminal_Position to $I_C_Swap>>
<<set $C_Busted_Terminal to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Bio Sample">>
<<set $Bio_Sample_Position to $I_C_Swap>>
<<set $C_Bio_Sample to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Snapper Flower">>
<<set $Snapper_Flower_Position to $I_C_Swap>>
<<set $C_Snapper_Flower to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Incredibly Poisonous Mushroom" or $I_C_Target is "Inc. Poisonous Mushroom">>
<<set $Incredibly_Poisonous_Mushroom_Position to $I_C_Swap>>
<<set $C_Incredibly_Poisonous_Mushroom to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Goop Cube">>
<<set $Goop_Cube_Position to $I_C_Swap>>
<<set $C_Goop_Cube to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Suspiciously Green Liquid">>
<<set $Suspiciously_Green_Liquid_Position to $I_C_Swap>>
<<set $C_Suspiciously_Green_Liquid to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Expectedly Pink Liquid">>
<<set $Expectedly_Pink_Liquid_Position to $I_C_Swap>>
<<set $C_Expectedly_Pink_Liquid to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Ruined Floor Tile">>
<<set $Ruined_Floor_Tile_Position to $I_C_Swap>>
<<set $C_Ruined_Floor_Tile to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Chewed Up Keycard">>
<<set $Chewed_Up_Keycard_Position to $I_C_Swap>>
<<set $C_Chewed_Up_Keycard to $I_C_S_TEMP2>>
<</if>>
<<if $I_C_Target is "Broken Chain">>
<<set $Broken_Chain_Position to $I_C_Swap>>
<<set $C_Broken_Chain to $I_C_S_TEMP2>>
<</if>>
<</nobr>><<nobr>>
<<if $I_C_Move is 1>>
<<set $I_C_TEMP to $I_C_1>>
<<set $I_C_D_TEMP to $I_C_1_D>>
<<set $I_C_T_TEMP to $I_C_1_T>>
<<set $I_C_S_TEMP to $I_C_1_S>>
<<set $I_C_S_TEMP2 to $I_C_2_S>>
<<set $I_C_P to 2>>
<<set $I_C_1 to $I_C_2>>
<<set $I_C_1_D to $I_C_2_D>>
<<set $I_C_1_T to $I_C_2_T>>
<<set $I_C_1_S to $I_C_2_S>>
<<set $I_C_Swap to 1>>
<<set $I_C_Target to $I_C_2_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_2 to $I_C_TEMP>>
<<set $I_C_2_D to $I_C_D_TEMP>>
<<set $I_C_2_T to $I_C_T_TEMP>>
<<set $I_C_2_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 2>>
<<set $I_C_TEMP to $I_C_2>>
<<set $I_C_D_TEMP to $I_C_2_D>>
<<set $I_C_T_TEMP to $I_C_2_T>>
<<set $I_C_S_TEMP to $I_C_2_S>>
<<set $I_C_S_TEMP2 to $I_C_3_S>>
<<set $I_C_P to 3>>
<<set $I_C_2 to $I_C_3>>
<<set $I_C_2_D to $I_C_3_D>>
<<set $I_C_2_T to $I_C_3_T>>
<<set $I_C_2_S to $I_C_3_S>>
<<set $I_C_Swap to 2>>
<<set $I_C_Target to $I_C_3_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_3 to $I_C_TEMP>>
<<set $I_C_3_D to $I_C_D_TEMP>>
<<set $I_C_3_T to $I_C_T_TEMP>>
<<set $I_C_3_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 3>>
<<set $I_C_TEMP to $I_C_3>>
<<set $I_C_D_TEMP to $I_C_3_D>>
<<set $I_C_T_TEMP to $I_C_3_T>>
<<set $I_C_S_TEMP to $I_C_3_S>>
<<set $I_C_S_TEMP2 to $I_C_4_S>>
<<set $I_C_P to 4>>
<<set $I_C_3 to $I_C_4>>
<<set $I_C_3_D to $I_C_4_D>>
<<set $I_C_3_T to $I_C_4_T>>
<<set $I_C_3_S to $I_C_4_S>>
<<set $I_C_Swap to 3>>
<<set $I_C_Target to $I_C_4_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_4 to $I_C_TEMP>>
<<set $I_C_4_D to $I_C_D_TEMP>>
<<set $I_C_4_T to $I_C_T_TEMP>>
<<set $I_C_4_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 4>>
<<set $I_C_TEMP to $I_C_4>>
<<set $I_C_D_TEMP to $I_C_4_D>>
<<set $I_C_T_TEMP to $I_C_4_T>>
<<set $I_C_S_TEMP to $I_C_4_S>>
<<set $I_C_S_TEMP2 to $I_C_5_S>>
<<set $I_C_P to 5>>
<<set $I_C_4 to $I_C_5>>
<<set $I_C_4_D to $I_C_5_D>>
<<set $I_C_4_T to $I_C_5_T>>
<<set $I_C_4_S to $I_C_5_S>>
<<set $I_C_Swap to 4>>
<<set $I_C_Target to $I_C_5_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_5 to $I_C_TEMP>>
<<set $I_C_5_D to $I_C_D_TEMP>>
<<set $I_C_5_T to $I_C_T_TEMP>>
<<set $I_C_5_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 5>>
<<set $I_C_TEMP to $I_C_5>>
<<set $I_C_D_TEMP to $I_C_5_D>>
<<set $I_C_T_TEMP to $I_C_5_T>>
<<set $I_C_S_TEMP to $I_C_5_S>>
<<set $I_C_S_TEMP2 to $I_C_6_S>>
<<set $I_C_P to 6>>
<<set $I_C_5 to $I_C_6>>
<<set $I_C_5_D to $I_C_6_D>>
<<set $I_C_5_T to $I_C_6_T>>
<<set $I_C_5_S to $I_C_6_S>>
<<set $I_C_Swap to 5>>
<<set $I_C_Target to $I_C_6_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_6 to $I_C_TEMP>>
<<set $I_C_6_D to $I_C_D_TEMP>>
<<set $I_C_6_T to $I_C_T_TEMP>>
<<set $I_C_6_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 6>>
<<set $I_C_TEMP to $I_C_6>>
<<set $I_C_D_TEMP to $I_C_6_D>>
<<set $I_C_T_TEMP to $I_C_6_T>>
<<set $I_C_S_TEMP to $I_C_6_S>>
<<set $I_C_S_TEMP2 to $I_C_7_S>>
<<set $I_C_P to 7>>
<<set $I_C_6 to $I_C_7>>
<<set $I_C_6_D to $I_C_7_D>>
<<set $I_C_6_T to $I_C_7_T>>
<<set $I_C_6_S to $I_C_7_S>>
<<set $I_C_Swap to 6>>
<<set $I_C_Target to $I_C_7_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_7 to $I_C_TEMP>>
<<set $I_C_7_D to $I_C_D_TEMP>>
<<set $I_C_7_T to $I_C_T_TEMP>>
<<set $I_C_7_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 7>>
<<set $I_C_TEMP to $I_C_7>>
<<set $I_C_D_TEMP to $I_C_7_D>>
<<set $I_C_T_TEMP to $I_C_7_T>>
<<set $I_C_S_TEMP to $I_C_7_S>>
<<set $I_C_S_TEMP2 to $I_C_8_S>>
<<set $I_C_P to 8>>
<<set $I_C_7 to $I_C_8>>
<<set $I_C_7_D to $I_C_8_D>>
<<set $I_C_7_T to $I_C_8_T>>
<<set $I_C_7_S to $I_C_8_S>>
<<set $I_C_Swap to 7>>
<<set $I_C_Target to $I_C_8_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_8 to $I_C_TEMP>>
<<set $I_C_8_D to $I_C_D_TEMP>>
<<set $I_C_8_T to $I_C_T_TEMP>>
<<set $I_C_8_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 8>>
<<set $I_C_TEMP to $I_C_8>>
<<set $I_C_D_TEMP to $I_C_8_D>>
<<set $I_C_T_TEMP to $I_C_8_T>>
<<set $I_C_S_TEMP to $I_C_8_S>>
<<set $I_C_S_TEMP2 to $I_C_9_S>>
<<set $I_C_P to 9>>
<<set $I_C_8 to $I_C_9>>
<<set $I_C_8_D to $I_C_9_D>>
<<set $I_C_8_T to $I_C_9_T>>
<<set $I_C_8_S to $I_C_9_S>>
<<set $I_C_Swap to 8>>
<<set $I_C_Target to $I_C_9_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_9 to $I_C_TEMP>>
<<set $I_C_9_D to $I_C_D_TEMP>>
<<set $I_C_9_T to $I_C_T_TEMP>>
<<set $I_C_9_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 9>>
<<set $I_C_TEMP to $I_C_9>>
<<set $I_C_D_TEMP to $I_C_9_D>>
<<set $I_C_T_TEMP to $I_C_9_T>>
<<set $I_C_S_TEMP to $I_C_9_S>>
<<set $I_C_S_TEMP2 to $I_C_10_S>>
<<set $I_C_P to 10>>
<<set $I_C_9 to $I_C_10>>
<<set $I_C_9_D to $I_C_10_D>>
<<set $I_C_9_T to $I_C_10_T>>
<<set $I_C_9_S to $I_C_10_S>>
<<set $I_C_Swap to 9>>
<<set $I_C_Target to $I_C_10_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_10 to $I_C_TEMP>>
<<set $I_C_10_D to $I_C_D_TEMP>>
<<set $I_C_10_T to $I_C_T_TEMP>>
<<set $I_C_10_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 10>>
<<set $I_C_TEMP to $I_C_10>>
<<set $I_C_D_TEMP to $I_C_10_D>>
<<set $I_C_T_TEMP to $I_C_10_T>>
<<set $I_C_S_TEMP to $I_C_10_S>>
<<set $I_C_S_TEMP2 to $I_C_11_S>>
<<set $I_C_P to 11>>
<<set $I_C_10 to $I_C_11>>
<<set $I_C_10_D to $I_C_11_D>>
<<set $I_C_10_T to $I_C_11_T>>
<<set $I_C_10_S to $I_C_11_S>>
<<set $I_C_Swap to 10>>
<<set $I_C_Target to $I_C_11_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_11 to $I_C_TEMP>>
<<set $I_C_11_D to $I_C_D_TEMP>>
<<set $I_C_11_T to $I_C_T_TEMP>>
<<set $I_C_11_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 11>>
<<set $I_C_TEMP to $I_C_11>>
<<set $I_C_D_TEMP to $I_C_11_D>>
<<set $I_C_T_TEMP to $I_C_11_T>>
<<set $I_C_S_TEMP to $I_C_11_S>>
<<set $I_C_S_TEMP2 to $I_C_12_S>>
<<set $I_C_P to 12>>
<<set $I_C_11 to $I_C_12>>
<<set $I_C_11_D to $I_C_12_D>>
<<set $I_C_11_T to $I_C_12_T>>
<<set $I_C_11_S to $I_C_12_S>>
<<set $I_C_Swap to 11>>
<<set $I_C_Target to $I_C_12_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_12 to $I_C_TEMP>>
<<set $I_C_12_D to $I_C_D_TEMP>>
<<set $I_C_12_T to $I_C_T_TEMP>>
<<set $I_C_12_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 12>>
<<set $I_C_TEMP to $I_C_12>>
<<set $I_C_D_TEMP to $I_C_12_D>>
<<set $I_C_T_TEMP to $I_C_12_T>>
<<set $I_C_S_TEMP to $I_C_12_S>>
<<set $I_C_S_TEMP2 to $I_C_13_S>>
<<set $I_C_P to 13>>
<<set $I_C_12 to $I_C_13>>
<<set $I_C_12_D to $I_C_13_D>>
<<set $I_C_12_T to $I_C_13_T>>
<<set $I_C_12_S to $I_C_13_S>>
<<set $I_C_Swap to 12>>
<<set $I_C_Target to $I_C_13_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_13 to $I_C_TEMP>>
<<set $I_C_13_D to $I_C_D_TEMP>>
<<set $I_C_13_T to $I_C_T_TEMP>>
<<set $I_C_13_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 13>>
<<set $I_C_TEMP to $I_C_13>>
<<set $I_C_D_TEMP to $I_C_13_D>>
<<set $I_C_T_TEMP to $I_C_13_T>>
<<set $I_C_S_TEMP to $I_C_13_S>>
<<set $I_C_S_TEMP2 to $I_C_14_S>>
<<set $I_C_P to 14>>
<<set $I_C_13 to $I_C_14>>
<<set $I_C_13_D to $I_C_14_D>>
<<set $I_C_13_T to $I_C_14_T>>
<<set $I_C_13_S to $I_C_14_S>>
<<set $I_C_Swap to 13>>
<<set $I_C_Target to $I_C_14_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_14 to $I_C_TEMP>>
<<set $I_C_14_D to $I_C_D_TEMP>>
<<set $I_C_14_T to $I_C_T_TEMP>>
<<set $I_C_14_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 14>>
<<set $I_C_TEMP to $I_C_14>>
<<set $I_C_D_TEMP to $I_C_14_D>>
<<set $I_C_T_TEMP to $I_C_14_T>>
<<set $I_C_S_TEMP to $I_C_14_S>>
<<set $I_C_S_TEMP2 to $I_C_15_S>>
<<set $I_C_P to 15>>
<<set $I_C_14 to $I_C_15>>
<<set $I_C_14_D to $I_C_15_D>>
<<set $I_C_14_T to $I_C_15_T>>
<<set $I_C_14_S to $I_C_15_S>>
<<set $I_C_Swap to 14>>
<<set $I_C_Target to $I_C_15_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_15 to $I_C_TEMP>>
<<set $I_C_15_D to $I_C_D_TEMP>>
<<set $I_C_15_T to $I_C_T_TEMP>>
<<set $I_C_15_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 15>>
<<set $I_C_TEMP to $I_C_15>>
<<set $I_C_D_TEMP to $I_C_15_D>>
<<set $I_C_T_TEMP to $I_C_15_T>>
<<set $I_C_S_TEMP to $I_C_15_S>>
<<set $I_C_S_TEMP2 to $I_C_16_S>>
<<set $I_C_P to 16>>
<<set $I_C_15 to $I_C_16>>
<<set $I_C_15_D to $I_C_16_D>>
<<set $I_C_15_T to $I_C_16_T>>
<<set $I_C_15_S to $I_C_16_S>>
<<set $I_C_Swap to 15>>
<<set $I_C_Target to $I_C_16_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_16 to $I_C_TEMP>>
<<set $I_C_16_D to $I_C_D_TEMP>>
<<set $I_C_16_T to $I_C_T_TEMP>>
<<set $I_C_16_S to $I_C_S_TEMP>>
<<set $I_C_S_TEMP2 to $I_C_17_S>>
<</if>>
<<if $I_C_Move is 16>>
<<set $I_C_TEMP to $I_C_16>>
<<set $I_C_D_TEMP to $I_C_16_D>>
<<set $I_C_T_TEMP to $I_C_16_T>>
<<set $I_C_S_TEMP to $I_C_16_S>>
<<set $I_C_P to 17>>
<<set $I_C_16 to $I_C_17>>
<<set $I_C_16_D to $I_C_17_D>>
<<set $I_C_16_T to $I_C_17_T>>
<<set $I_C_16_S to $I_C_17_S>>
<<set $I_C_Swap to 16>>
<<set $I_C_Target to $I_C_17_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_17 to $I_C_TEMP>>
<<set $I_C_17_D to $I_C_D_TEMP>>
<<set $I_C_17_T to $I_C_T_TEMP>>
<<set $I_C_17_S to $I_C_S_TEMP>>
<<set $I_C_S_TEMP2 to $I_C_18_S>>
<</if>>
<<if $I_C_Move is 17>>
<<set $I_C_TEMP to $I_C_17>>
<<set $I_C_D_TEMP to $I_C_17_D>>
<<set $I_C_T_TEMP to $I_C_17_T>>
<<set $I_C_S_TEMP to $I_C_17_S>>
<<set $I_C_P to 18>>
<<set $I_C_17 to $I_C_18>>
<<set $I_C_17_D to $I_C_18_D>>
<<set $I_C_17_T to $I_C_18_T>>
<<set $I_C_17_S to $I_C_18_S>>
<<set $I_C_Swap to 17>>
<<set $I_C_Target to $I_C_18_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_18 to $I_C_TEMP>>
<<set $I_C_18_D to $I_C_D_TEMP>>
<<set $I_C_18_T to $I_C_T_TEMP>>
<<set $I_C_18_S to $I_C_S_TEMP>>
<<set $I_C_S_TEMP2 to $I_C_19_S>>
<</if>>
<<if $I_C_Move is 18>>
<<set $I_C_TEMP to $I_C_18>>
<<set $I_C_D_TEMP to $I_C_18_D>>
<<set $I_C_T_TEMP to $I_C_18_T>>
<<set $I_C_S_TEMP to $I_C_18_S>>
<<set $I_C_P to 19>>
<<set $I_C_18 to $I_C_19>>
<<set $I_C_18_D to $I_C_19_D>>
<<set $I_C_18_T to $I_C_19_T>>
<<set $I_C_18_S to $I_C_19_S>>
<<set $I_C_Swap to 18>>
<<set $I_C_Target to $I_C_19_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_19 to $I_C_TEMP>>
<<set $I_C_19_D to $I_C_D_TEMP>>
<<set $I_C_19_T to $I_C_T_TEMP>>
<<set $I_C_19_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 19>>
<<set $I_C_TEMP to $I_C_19>>
<<set $I_C_D_TEMP to $I_C_19_D>>
<<set $I_C_T_TEMP to $I_C_19_T>>
<<set $I_C_S_TEMP to $I_C_19_S>>
<<set $I_C_S_TEMP2 to $I_C_20_S>>
<<set $I_C_P to 20>>
<<set $I_C_19 to $I_C_20>>
<<set $I_C_19_D to $I_C_20_D>>
<<set $I_C_19_T to $I_C_20_T>>
<<set $I_C_19_S to $I_C_20_S>>
<<set $I_C_Swap to 19>>
<<set $I_C_Target to $I_C_20_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_20 to $I_C_TEMP>>
<<set $I_C_20_D to $I_C_D_TEMP>>
<<set $I_C_20_T to $I_C_T_TEMP>>
<<set $I_C_20_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 20>>
<<set $I_C_TEMP to $I_C_20>>
<<set $I_C_D_TEMP to $I_C_20_D>>
<<set $I_C_T_TEMP to $I_C_20_T>>
<<set $I_C_S_TEMP to $I_C_20_S>>
<<set $I_C_S_TEMP2 to $I_C_21_S>>
<<set $I_C_P to 21>>
<<set $I_C_20 to $I_C_21>>
<<set $I_C_20_D to $I_C_21_D>>
<<set $I_C_20_T to $I_C_21_T>>
<<set $I_C_20_S to $I_C_21_S>>
<<set $I_C_Swap to 20>>
<<set $I_C_Target to $I_C_21_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_21 to $I_C_TEMP>>
<<set $I_C_21_D to $I_C_D_TEMP>>
<<set $I_C_21_T to $I_C_T_TEMP>>
<<set $I_C_21_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 21>>
<<set $I_C_TEMP to $I_C_21>>
<<set $I_C_D_TEMP to $I_C_21_D>>
<<set $I_C_T_TEMP to $I_C_21_T>>
<<set $I_C_S_TEMP to $I_C_21_S>>
<<set $I_C_S_TEMP2 to $I_C_22_S>>
<<set $I_C_P to 22>>
<<set $I_C_21 to $I_C_22>>
<<set $I_C_21_D to $I_C_22_D>>
<<set $I_C_21_T to $I_C_22_T>>
<<set $I_C_21_S to $I_C_22_S>>
<<set $I_C_Swap to 21>>
<<set $I_C_Target to $I_C_22_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_22 to $I_C_TEMP>>
<<set $I_C_22_D to $I_C_D_TEMP>>
<<set $I_C_22_T to $I_C_T_TEMP>>
<<set $I_C_22_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 22>>
<<set $I_C_TEMP to $I_C_22>>
<<set $I_C_D_TEMP to $I_C_22_D>>
<<set $I_C_T_TEMP to $I_C_22_T>>
<<set $I_C_S_TEMP to $I_C_22_S>>
<<set $I_C_S_TEMP2 to $I_C_23_S>>
<<set $I_C_P to 23>>
<<set $I_C_22 to $I_C_23>>
<<set $I_C_22_D to $I_C_23_D>>
<<set $I_C_22_T to $I_C_23_T>>
<<set $I_C_22_S to $I_C_23_S>>
<<set $I_C_Swap to 22>>
<<set $I_C_Target to $I_C_23_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_23 to $I_C_TEMP>>
<<set $I_C_23_D to $I_C_D_TEMP>>
<<set $I_C_23_T to $I_C_T_TEMP>>
<<set $I_C_23_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 23>>
<<set $I_C_TEMP to $I_C_23>>
<<set $I_C_D_TEMP to $I_C_23_D>>
<<set $I_C_T_TEMP to $I_C_23_T>>
<<set $I_C_S_TEMP to $I_C_23_S>>
<<set $I_C_S_TEMP2 to $I_C_24_S>>
<<set $I_C_P to 24>>
<<set $I_C_23 to $I_C_24>>
<<set $I_C_23_D to $I_C_24_D>>
<<set $I_C_23_T to $I_C_24_T>>
<<set $I_C_23_S to $I_C_24_S>>
<<set $I_C_Swap to 23>>
<<set $I_C_Target to $I_C_24_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_24 to $I_C_TEMP>>
<<set $I_C_24_D to $I_C_D_TEMP>>
<<set $I_C_24_T to $I_C_T_TEMP>>
<<set $I_C_24_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 24>>
<<set $I_C_TEMP to $I_C_24>>
<<set $I_C_D_TEMP to $I_C_24_D>>
<<set $I_C_T_TEMP to $I_C_24_T>>
<<set $I_C_S_TEMP to $I_C_24_S>>
<<set $I_C_S_TEMP2 to $I_C_25_S>>
<<set $I_C_P to 25>>
<<set $I_C_24 to $I_C_25>>
<<set $I_C_24_D to $I_C_25_D>>
<<set $I_C_24_T to $I_C_25_T>>
<<set $I_C_24_S to $I_C_25_S>>
<<set $I_C_Swap to 24>>
<<set $I_C_Target to $I_C_25_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_25 to $I_C_TEMP>>
<<set $I_C_25_D to $I_C_D_TEMP>>
<<set $I_C_25_T to $I_C_T_TEMP>>
<<set $I_C_25_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 25>>
<<set $I_C_TEMP to $I_C_25>>
<<set $I_C_D_TEMP to $I_C_25_D>>
<<set $I_C_T_TEMP to $I_C_25_T>>
<<set $I_C_S_TEMP to $I_C_25_S>>
<<set $I_C_S_TEMP2 to $I_C_26_S>>
<<set $I_C_P to 26>>
<<set $I_C_25 to $I_C_26>>
<<set $I_C_25_D to $I_C_26_D>>
<<set $I_C_25_T to $I_C_26_T>>
<<set $I_C_25_S to $I_C_26_S>>
<<set $I_C_Swap to 25>>
<<set $I_C_Target to $I_C_26_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_26 to $I_C_TEMP>>
<<set $I_C_26_D to $I_C_D_TEMP>>
<<set $I_C_26_T to $I_C_T_TEMP>>
<<set $I_C_26_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 26>>
<<set $I_C_TEMP to $I_C_26>>
<<set $I_C_D_TEMP to $I_C_26_D>>
<<set $I_C_T_TEMP to $I_C_26_T>>
<<set $I_C_S_TEMP to $I_C_26_S>>
<<set $I_C_S_TEMP2 to $I_C_27_S>>
<<set $I_C_P to 27>>
<<set $I_C_26 to $I_C_27>>
<<set $I_C_26_D to $I_C_27_D>>
<<set $I_C_26_T to $I_C_27_T>>
<<set $I_C_26_S to $I_C_27_S>>
<<set $I_C_Swap to 26>>
<<set $I_C_Target to $I_C_27_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_27 to $I_C_TEMP>>
<<set $I_C_27_D to $I_C_D_TEMP>>
<<set $I_C_27_T to $I_C_T_TEMP>>
<<set $I_C_27_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 27>>
<<set $I_C_TEMP to $I_C_27>>
<<set $I_C_D_TEMP to $I_C_27_D>>
<<set $I_C_T_TEMP to $I_C_27_T>>
<<set $I_C_S_TEMP to $I_C_27_S>>
<<set $I_C_S_TEMP2 to $I_C_28_S>>
<<set $I_C_P to 28>>
<<set $I_C_27 to $I_C_28>>
<<set $I_C_27_D to $I_C_28_D>>
<<set $I_C_27_T to $I_C_28_T>>
<<set $I_C_27_S to $I_C_28_S>>
<<set $I_C_Swap to 27>>
<<set $I_C_Target to $I_C_28_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_28 to $I_C_TEMP>>
<<set $I_C_28_D to $I_C_D_TEMP>>
<<set $I_C_28_T to $I_C_T_TEMP>>
<<set $I_C_28_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 28>>
<<set $I_C_TEMP to $I_C_28>>
<<set $I_C_D_TEMP to $I_C_28_D>>
<<set $I_C_T_TEMP to $I_C_28_T>>
<<set $I_C_S_TEMP to $I_C_28_S>>
<<set $I_C_S_TEMP2 to $I_C_29_S>>
<<set $I_C_P to 29>>
<<set $I_C_28 to $I_C_29>>
<<set $I_C_28_D to $I_C_29_D>>
<<set $I_C_28_T to $I_C_29_T>>
<<set $I_C_28_S to $I_C_29_S>>
<<set $I_C_Swap to 28>>
<<set $I_C_Target to $I_C_29_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_29 to $I_C_TEMP>>
<<set $I_C_29_D to $I_C_D_TEMP>>
<<set $I_C_29_T to $I_C_T_TEMP>>
<<set $I_C_29_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 29>>
<<set $I_C_TEMP to $I_C_29>>
<<set $I_C_D_TEMP to $I_C_29_D>>
<<set $I_C_T_TEMP to $I_C_29_T>>
<<set $I_C_S_TEMP to $I_C_29_S>>
<<set $I_C_S_TEMP2 to $I_C_30_S>>
<<set $I_C_P to 30>>
<<set $I_C_29 to $I_C_30>>
<<set $I_C_29_D to $I_C_30_D>>
<<set $I_C_29_T to $I_C_30_T>>
<<set $I_C_29_S to $I_C_30_S>>
<<set $I_C_Swap to 29>>
<<set $I_C_Target to $I_C_30_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_30 to $I_C_TEMP>>
<<set $I_C_30_D to $I_C_D_TEMP>>
<<set $I_C_30_T to $I_C_T_TEMP>>
<<set $I_C_30_S to $I_C_S_TEMP>>
<</if>>
<<if $I_C_Move is 30>>
<<set $I_C_TEMP to $I_C_30>>
<<set $I_C_D_TEMP to $I_C_30_D>>
<<set $I_C_T_TEMP to $I_C_30_T>>
<<set $I_C_S_TEMP to $I_C_30_S>>
<<set $I_C_S_TEMP2 to $I_C_1_S>>
<<set $I_C_P to 1>>
<<set $I_C_30 to $I_C_1>>
<<set $I_C_30_D to $I_C_1_D>>
<<set $I_C_30_T to $I_C_1_T>>
<<set $I_C_30_S to $I_C_1_S>>
<<set $I_C_Swap to 30>>
<<set $I_C_Target to $I_C_1_T>>
<<include "Inventory Consumable Swap">>
<<set $I_C_1 to $I_C_TEMP>>
<<set $I_C_1_D to $I_C_D_TEMP>>
<<set $I_C_1_T to $I_C_T_TEMP>>
<<set $I_C_1_S to $I_C_S_TEMP>>
<</if>>
<<set $I_C_Move to $I_C_Move + 1>>
<<if $I_C_Move gte 31>>
<<set $I_C_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Consumable_Update_Position is 1>>
<<set $I_C_1_S to $I_C_1_S - $Shop_Stack>>
<<if $I_C_1_S lte 0>>
<<set $I_C_1 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 2>>
<<set $I_C_2_S to $I_C_2_S - $Shop_Stack>>
<<if $I_C_2_S lte 0>>
<<set $I_C_2 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 3>>
<<set $I_C_3_S to $I_C_3_S - $Shop_Stack>>
<<if $I_C_3_S lte 0>>
<<set $I_C_3 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 4>>
<<set $I_C_4_S to $I_C_4_S - $Shop_Stack>>
<<if $I_C_4_S lte 0>>
<<set $I_C_4 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 5>>
<<set $I_C_5_S to $I_C_5_S - $Shop_Stack>>
<<if $I_C_5_S lte 0>>
<<set $I_C_5 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 6>>
<<set $I_C_6_S to $I_C_6_S - $Shop_Stack>>
<<if $I_C_6_S lte 0>>
<<set $I_C_6 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 7>>
<<set $I_C_7_S to $I_C_7_S - $Shop_Stack>>
<<if $I_C_7_S lte 0>>
<<set $I_C_7 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 8>>
<<set $I_C_8_S to $I_C_8_S - $Shop_Stack>>
<<if $I_C_8_S lte 0>>
<<set $I_C_8 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 9>>
<<set $I_C_9_S to $I_C_9_S - $Shop_Stack>>
<<if $I_C_9_S lte 0>>
<<set $I_C_9 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 10>>
<<set $I_C_10_S to $I_C_10_S - $Shop_Stack>>
<<if $I_C_10_S lte 0>>
<<set $I_C_10 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 11>>
<<set $I_C_11_S to $I_C_11_S - $Shop_Stack>>
<<if $I_C_11_S lte 0>>
<<set $I_C_11 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 12>>
<<set $I_C_12_S to $I_C_12_S - $Shop_Stack>>
<<if $I_C_12_S lte 0>>
<<set $I_C_12 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 13>>
<<set $I_C_13_S to $I_C_13_S - $Shop_Stack>>
<<if $I_C_13_S lte 0>>
<<set $I_C_13 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 14>>
<<set $I_C_14_S to $I_C_14_S - $Shop_Stack>>
<<if $I_C_14_S lte 0>>
<<set $I_C_14 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 15>>
<<set $I_C_15_S to $I_C_15_S - $Shop_Stack>>
<<if $I_C_15_S lte 0>>
<<set $I_C_15 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 16>>
<<set $I_C_16_S to $I_C_16_S - $Shop_Stack>>
<<if $I_C_16_S lte 0>>
<<set $I_C_16 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 17>>
<<set $I_C_17_S to $I_C_17_S - $Shop_Stack>>
<<if $I_C_17_S lte 0>>
<<set $I_C_17 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 18>>
<<set $I_C_18_S to $I_C_18_S - $Shop_Stack>>
<<if $I_C_18_S lte 0>>
<<set $I_C_18 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 19>>
<<set $I_C_19_S to $I_C_19_S - $Shop_Stack>>
<<if $I_C_19_S lte 0>>
<<set $I_C_19 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 20>>
<<set $I_C_20_S to $I_C_20_S - $Shop_Stack>>
<<if $I_C_20_S lte 0>>
<<set $I_C_20 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 21>>
<<set $I_C_21_S to $I_C_21_S - $Shop_Stack>>
<<if $I_C_21_S lte 0>>
<<set $I_C_21 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 22>>
<<set $I_C_22_S to $I_C_22_S - $Shop_Stack>>
<<if $I_C_22_S lte 0>>
<<set $I_C_22 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 23>>
<<set $I_C_23_S to $I_C_23_S - $Shop_Stack>>
<<if $I_C_23_S lte 0>>
<<set $I_C_23 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 24>>
<<set $I_C_24_S to $I_C_24_S - $Shop_Stack>>
<<if $I_C_24_S lte 0>>
<<set $I_C_24 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 25>>
<<set $I_C_25_S to $I_C_25_S - $Shop_Stack>>
<<if $I_C_25_S lte 0>>
<<set $I_C_25 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 26>>
<<set $I_C_26_S to $I_C_26_S - $Shop_Stack>>
<<if $I_C_26_S lte 0>>
<<set $I_C_26 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 27>>
<<set $I_C_27_S to $I_C_27_S - $Shop_Stack>>
<<if $I_C_27_S lte 0>>
<<set $I_C_27 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 28>>
<<set $I_C_28_S to $I_C_28_S - $Shop_Stack>>
<<if $I_C_28_S lte 0>>
<<set $I_C_28 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 29>>
<<set $I_C_29_S to $I_C_29_S - $Shop_Stack>>
<<if $I_C_29_S lte 0>>
<<set $I_C_29 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 30>>
<<set $I_C_30_S to $I_C_30_S - $Shop_Stack>>
<<if $I_C_30_S lte 0>>
<<set $I_C_30 to "empty">>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
<</if>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Inventory_k_slots_filled gte 30>>
<<set $Inventory_k_full to 1>>
<<else>>
<<set $Inventory_k_full to 0>>
<<set $Inventory_k_slots_filled to $Inventory_k_slots_filled + 1>>
<</if>>
<<if $I_K_1 is "empty">>
<<set $I_K_1 to $I_K_Temp>>
<<set $I_K_1_D to $I_K_D_Temp>>
<<set $I_K_1_T to $I_K_T_Temp>>
<<set $I_K_P to 1>>
<<elseif $I_K_2 is "empty">>
<<set $I_K_2 to $I_K_Temp>>
<<set $I_K_2_D to $I_K_D_Temp>>
<<set $I_K_2_T to $I_K_T_Temp>>
<<set $I_K_P to 2>>
<<elseif $I_K_3 is "empty">>
<<set $I_K_3 to $I_K_Temp>>
<<set $I_K_3_D to $I_K_D_Temp>>
<<set $I_K_3_T to $I_K_T_Temp>>
<<set $I_K_P to 3>>
<<elseif $I_K_4 is "empty">>
<<set $I_K_4 to $I_K_Temp>>
<<set $I_K_4_D to $I_K_D_Temp>>
<<set $I_K_4_T to $I_K_T_Temp>>
<<set $I_K_P to 4>>
<<elseif $I_K_5 is "empty">>
<<set $I_K_5 to $I_K_Temp>>
<<set $I_K_5_D to $I_K_D_Temp>>
<<set $I_K_5_T to $I_K_T_Temp>>
<<set $I_K_P to 5>>
<<elseif $I_K_6 is "empty">>
<<set $I_K_6 to $I_K_Temp>>
<<set $I_K_6_D to $I_K_D_Temp>>
<<set $I_K_6_T to $I_K_T_Temp>>
<<set $I_K_P to 6>>
<<elseif $I_K_7 is "empty">>
<<set $I_K_7 to $I_K_Temp>>
<<set $I_K_7_D to $I_K_D_Temp>>
<<set $I_K_7_T to $I_K_T_Temp>>
<<set $I_K_P to 7>>
<<elseif $I_K_8 is "empty">>
<<set $I_K_8 to $I_K_Temp>>
<<set $I_K_8_D to $I_K_D_Temp>>
<<set $I_K_8_T to $I_K_T_Temp>>
<<set $I_K_P to 8>>
<<elseif $I_K_9 is "empty">>
<<set $I_K_9 to $I_K_Temp>>
<<set $I_K_9_D to $I_K_D_Temp>>
<<set $I_K_9_T to $I_K_T_Temp>>
<<set $I_K_P to 9>>
<<elseif $I_K_10 is "empty">>
<<set $I_K_10 to $I_K_Temp>>
<<set $I_K_10_D to $I_K_D_Temp>>
<<set $I_K_10_T to $I_K_T_Temp>>
<<set $I_K_P to 10>>
<<elseif $I_K_11 is "empty">>
<<set $I_K_11 to $I_K_Temp>>
<<set $I_K_11_D to $I_K_D_Temp>>
<<set $I_K_11_T to $I_K_T_Temp>>
<<set $I_K_P to 11>>
<<elseif $I_K_12 is "empty">>
<<set $I_K_12 to $I_K_Temp>>
<<set $I_K_12_D to $I_K_D_Temp>>
<<set $I_K_12_T to $I_K_T_Temp>>
<<set $I_K_P to 12>>
<<elseif $I_K_13 is "empty">>
<<set $I_K_13 to $I_K_Temp>>
<<set $I_K_13_D to $I_K_D_Temp>>
<<set $I_K_13_T to $I_K_T_Temp>>
<<set $I_K_P to 13>>
<<elseif $I_K_14 is "empty">>
<<set $I_K_14 to $I_K_Temp>>
<<set $I_K_14_D to $I_K_D_Temp>>
<<set $I_K_14_T to $I_K_T_Temp>>
<<set $I_K_P to 14>>
<<elseif $I_K_15 is "empty">>
<<set $I_K_15 to $I_K_Temp>>
<<set $I_K_15_D to $I_K_D_Temp>>
<<set $I_K_15_T to $I_K_T_Temp>>
<<set $I_K_P to 15>>
<<elseif $I_K_16 is "empty">>
<<set $I_K_16 to $I_K_Temp>>
<<set $I_K_16_D to $I_K_D_Temp>>
<<set $I_K_16_T to $I_K_T_Temp>>
<<set $I_K_P to 16>>
<<elseif $I_K_17 is "empty">>
<<set $I_K_17 to $I_K_Temp>>
<<set $I_K_17_D to $I_K_D_Temp>>
<<set $I_K_17_T to $I_K_T_Temp>>
<<set $I_K_P to 17>>
<<elseif $I_K_18 is "empty">>
<<set $I_K_18 to $I_K_Temp>>
<<set $I_K_18_D to $I_K_D_Temp>>
<<set $I_K_18_T to $I_K_T_Temp>>
<<set $I_K_P to 18>>
<<elseif $I_K_19 is "empty">>
<<set $I_K_19 to $I_K_Temp>>
<<set $I_K_19_D to $I_K_D_Temp>>
<<set $I_K_19_T to $I_K_T_Temp>>
<<set $I_K_P to 19>>
<<elseif $I_K_20 is "empty">>
<<set $I_K_20 to $I_K_Temp>>
<<set $I_K_20_D to $I_K_D_Temp>>
<<set $I_K_20_T to $I_K_T_Temp>>
<<set $I_K_P to 20>>
<<elseif $I_K_21 is "empty">>
<<set $I_K_21 to $I_K_Temp>>
<<set $I_K_21_D to $I_K_D_Temp>>
<<set $I_K_21_T to $I_K_T_Temp>>
<<set $I_K_P to 21>>
<<elseif $I_K_22 is "empty">>
<<set $I_K_22 to $I_K_Temp>>
<<set $I_K_22_D to $I_K_D_Temp>>
<<set $I_K_22_T to $I_K_T_Temp>>
<<set $I_K_P to 22>>
<<elseif $I_K_23 is "empty">>
<<set $I_K_23 to $I_K_Temp>>
<<set $I_K_23_D to $I_K_D_Temp>>
<<set $I_K_23_T to $I_K_T_Temp>>
<<set $I_K_P to 23>>
<<elseif $I_K_24 is "empty">>
<<set $I_K_24 to $I_K_Temp>>
<<set $I_K_24_D to $I_K_D_Temp>>
<<set $I_K_24_T to $I_K_T_Temp>>
<<set $I_K_P to 24>>
<<elseif $I_K_25 is "empty">>
<<set $I_K_25 to $I_K_Temp>>
<<set $I_K_25_D to $I_K_D_Temp>>
<<set $I_K_25_T to $I_K_T_Temp>>
<<set $I_K_P to 25>>
<<elseif $I_K_26 is "empty">>
<<set $I_K_26 to $I_K_Temp>>
<<set $I_K_26_D to $I_K_D_Temp>>
<<set $I_K_26_T to $I_K_T_Temp>>
<<set $I_K_P to 26>>
<<elseif $I_K_27 is "empty">>
<<set $I_K_27 to $I_K_Temp>>
<<set $I_K_27_D to $I_K_D_Temp>>
<<set $I_K_27_T to $I_K_T_Temp>>
<<set $I_K_P to 27>>
<<elseif $I_K_28 is "empty">>
<<set $I_K_28 to $I_K_Temp>>
<<set $I_K_28_D to $I_K_D_Temp>>
<<set $I_K_28_T to $I_K_T_Temp>>
<<set $I_K_P to 28>>
<<elseif $I_K_29 is "empty">>
<<set $I_K_29 to $I_K_Temp>>
<<set $I_K_29_D to $I_K_D_Temp>>
<<set $I_K_29_T to $I_K_T_Temp>>
<<set $I_K_P to 29>>
<<elseif $I_K_30 is "empty">>
<<set $I_K_30 to $I_K_Temp>>
<<set $I_K_30_D to $I_K_D_Temp>>
<<set $I_K_30_T to $I_K_T_Temp>>
<<set $I_K_P to 30>>
<</if>>
<<set $inventory_pane to "key">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_K_Move is 30>>
<<set $I_K_TEMP to $I_K_30>>
<<set $I_K_D_TEMP to $I_K_30_D>>
<<set $I_K_T_TEMP to $I_K_30_T>>
<<set $I_K_P to 29>>
<<set $I_K_30 to $I_K_29>>
<<set $I_K_30_D to $I_K_29_D>>
<<set $I_K_30_T to $I_K_29_T>>
<<set $I_K_Swap to 30>>
<<set $I_K_Target to $I_K_29_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_29 to $I_K_TEMP>>
<<set $I_K_29_D to $I_K_D_TEMP>>
<<set $I_K_29_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 29>>
<<set $I_K_TEMP to $I_K_29>>
<<set $I_K_D_TEMP to $I_K_29_D>>
<<set $I_K_T_TEMP to $I_K_29_T>>
<<set $I_K_P to 28>>
<<set $I_K_29 to $I_K_28>>
<<set $I_K_29_D to $I_K_28_D>>
<<set $I_K_29_T to $I_K_28_T>>
<<set $I_K_Swap to 29>>
<<set $I_K_Target to $I_K_28_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_28 to $I_K_TEMP>>
<<set $I_K_28_D to $I_K_D_TEMP>>
<<set $I_K_28_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 28>>
<<set $I_K_TEMP to $I_K_28>>
<<set $I_K_D_TEMP to $I_K_28_D>>
<<set $I_K_T_TEMP to $I_K_28_T>>
<<set $I_K_P to 27>>
<<set $I_K_28 to $I_K_27>>
<<set $I_K_28_D to $I_K_27_D>>
<<set $I_K_28_T to $I_K_27_T>>
<<set $I_K_Swap to 28>>
<<set $I_K_Target to $I_K_27_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_27 to $I_K_TEMP>>
<<set $I_K_27_D to $I_K_D_TEMP>>
<<set $I_K_27_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 27>>
<<set $I_K_TEMP to $I_K_27>>
<<set $I_K_D_TEMP to $I_K_27_D>>
<<set $I_K_T_TEMP to $I_K_27_T>>
<<set $I_K_P to 26>>
<<set $I_K_27 to $I_K_26>>
<<set $I_K_27_D to $I_K_26_D>>
<<set $I_K_27_T to $I_K_26_T>>
<<set $I_K_Swap to 27>>
<<set $I_K_Target to $I_K_26_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_26 to $I_K_TEMP>>
<<set $I_K_26_D to $I_K_D_TEMP>>
<<set $I_K_26_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 26>>
<<set $I_K_TEMP to $I_K_26>>
<<set $I_K_D_TEMP to $I_K_26_D>>
<<set $I_K_T_TEMP to $I_K_26_T>>
<<set $I_K_P to 25>>
<<set $I_K_26 to $I_K_25>>
<<set $I_K_26_D to $I_K_25_D>>
<<set $I_K_26_T to $I_K_25_T>>
<<set $I_K_Swap to 26>>
<<set $I_K_Target to $I_K_25_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_25 to $I_K_TEMP>>
<<set $I_K_25_D to $I_K_D_TEMP>>
<<set $I_K_25_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 25>>
<<set $I_K_TEMP to $I_K_25>>
<<set $I_K_D_TEMP to $I_K_25_D>>
<<set $I_K_T_TEMP to $I_K_25_T>>
<<set $I_K_P to 24>>
<<set $I_K_25 to $I_K_24>>
<<set $I_K_25_D to $I_K_24_D>>
<<set $I_K_25_T to $I_K_24_T>>
<<set $I_K_Swap to 25>>
<<set $I_K_Target to $I_K_24_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_24 to $I_K_TEMP>>
<<set $I_K_24_D to $I_K_D_TEMP>>
<<set $I_K_24_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 24>>
<<set $I_K_TEMP to $I_K_24>>
<<set $I_K_D_TEMP to $I_K_24_D>>
<<set $I_K_T_TEMP to $I_K_24_T>>
<<set $I_K_P to 23>>
<<set $I_K_24 to $I_K_23>>
<<set $I_K_24_D to $I_K_23_D>>
<<set $I_K_24_T to $I_K_23_T>>
<<set $I_K_Swap to 24>>
<<set $I_K_Target to $I_K_23_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_23 to $I_K_TEMP>>
<<set $I_K_23_D to $I_K_D_TEMP>>
<<set $I_K_23_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 23>>
<<set $I_K_TEMP to $I_K_23>>
<<set $I_K_D_TEMP to $I_K_23_D>>
<<set $I_K_T_TEMP to $I_K_23_T>>
<<set $I_K_P to 22>>
<<set $I_K_23 to $I_K_22>>
<<set $I_K_23_D to $I_K_22_D>>
<<set $I_K_23_T to $I_K_22_T>>
<<set $I_K_Swap to 23>>
<<set $I_K_Target to $I_K_22_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_22 to $I_K_TEMP>>
<<set $I_K_22_D to $I_K_D_TEMP>>
<<set $I_K_22_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 22>>
<<set $I_K_TEMP to $I_K_22>>
<<set $I_K_D_TEMP to $I_K_22_D>>
<<set $I_K_T_TEMP to $I_K_22_T>>
<<set $I_K_P to 21>>
<<set $I_K_22 to $I_K_21>>
<<set $I_K_22_D to $I_K_21_D>>
<<set $I_K_22_T to $I_K_21_T>>
<<set $I_K_Swap to 22>>
<<set $I_K_Target to $I_K_21_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_21 to $I_K_TEMP>>
<<set $I_K_21_D to $I_K_D_TEMP>>
<<set $I_K_21_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 21>>
<<set $I_K_TEMP to $I_K_21>>
<<set $I_K_D_TEMP to $I_K_21_D>>
<<set $I_K_T_TEMP to $I_K_21_T>>
<<set $I_K_P to 20>>
<<set $I_K_21 to $I_K_20>>
<<set $I_K_21_D to $I_K_20_D>>
<<set $I_K_21_T to $I_K_20_T>>
<<set $I_K_Swap to 21>>
<<set $I_K_Target to $I_K_20_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_20 to $I_K_TEMP>>
<<set $I_K_20_D to $I_K_D_TEMP>>
<<set $I_K_20_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 20>>
<<set $I_K_TEMP to $I_K_20>>
<<set $I_K_D_TEMP to $I_K_20_D>>
<<set $I_K_T_TEMP to $I_K_20_T>>
<<set $I_K_P to 19>>
<<set $I_K_20 to $I_K_19>>
<<set $I_K_20_D to $I_K_19_D>>
<<set $I_K_20_T to $I_K_19_T>>
<<set $I_K_Swap to 20>>
<<set $I_K_Target to $I_K_19_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_19 to $I_K_TEMP>>
<<set $I_K_19_D to $I_K_D_TEMP>>
<<set $I_K_19_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 19>>
<<set $I_K_TEMP to $I_K_19>>
<<set $I_K_D_TEMP to $I_K_19_D>>
<<set $I_K_T_TEMP to $I_K_19_T>>
<<set $I_K_P to 18>>
<<set $I_K_19 to $I_K_18>>
<<set $I_K_19_D to $I_K_18_D>>
<<set $I_K_19_T to $I_K_18_T>>
<<set $I_K_Swap to 19>>
<<set $I_K_Target to $I_K_18_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_18 to $I_K_TEMP>>
<<set $I_K_18_D to $I_K_D_TEMP>>
<<set $I_K_18_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 18>>
<<set $I_K_TEMP to $I_K_18>>
<<set $I_K_D_TEMP to $I_K_18_D>>
<<set $I_K_T_TEMP to $I_K_18_T>>
<<set $I_K_P to 17>>
<<set $I_K_18 to $I_K_17>>
<<set $I_K_18_D to $I_K_17_D>>
<<set $I_K_18_T to $I_K_17_T>>
<<set $I_K_Swap to 18>>
<<set $I_K_Target to $I_K_17_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_17 to $I_K_TEMP>>
<<set $I_K_17_D to $I_K_D_TEMP>>
<<set $I_K_17_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 17>>
<<set $I_K_TEMP to $I_K_17>>
<<set $I_K_D_TEMP to $I_K_17_D>>
<<set $I_K_T_TEMP to $I_K_17_T>>
<<set $I_K_P to 16>>
<<set $I_K_17 to $I_K_16>>
<<set $I_K_17_D to $I_K_16_D>>
<<set $I_K_17_T to $I_K_16_T>>
<<set $I_K_Swap to 17>>
<<set $I_K_Target to $I_K_16_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_16 to $I_K_TEMP>>
<<set $I_K_16_D to $I_K_D_TEMP>>
<<set $I_K_16_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 16>>
<<set $I_K_TEMP to $I_K_16>>
<<set $I_K_D_TEMP to $I_K_16_D>>
<<set $I_K_T_TEMP to $I_K_16_T>>
<<set $I_K_P to 15>>
<<set $I_K_16 to $I_K_15>>
<<set $I_K_16_D to $I_K_15_D>>
<<set $I_K_16_T to $I_K_15_T>>
<<set $I_K_Swap to 16>>
<<set $I_K_Target to $I_K_15_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_15 to $I_K_TEMP>>
<<set $I_K_15_D to $I_K_D_TEMP>>
<<set $I_K_15_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 15>>
<<set $I_K_TEMP to $I_K_15>>
<<set $I_K_D_TEMP to $I_K_15_D>>
<<set $I_K_T_TEMP to $I_K_15_T>>
<<set $I_K_P to 14>>
<<set $I_K_15 to $I_K_14>>
<<set $I_K_15_D to $I_K_14_D>>
<<set $I_K_15_T to $I_K_14_T>>
<<set $I_K_Swap to 15>>
<<set $I_K_Target to $I_K_14_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_14 to $I_K_TEMP>>
<<set $I_K_14_D to $I_K_D_TEMP>>
<<set $I_K_14_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 14>>
<<set $I_K_TEMP to $I_K_14>>
<<set $I_K_D_TEMP to $I_K_14_D>>
<<set $I_K_T_TEMP to $I_K_14_T>>
<<set $I_K_P to 13>>
<<set $I_K_14 to $I_K_13>>
<<set $I_K_14_D to $I_K_13_D>>
<<set $I_K_14_T to $I_K_13_T>>
<<set $I_K_Swap to 14>>
<<set $I_K_Target to $I_K_13_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_13 to $I_K_TEMP>>
<<set $I_K_13_D to $I_K_D_TEMP>>
<<set $I_K_13_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 13>>
<<set $I_K_TEMP to $I_K_13>>
<<set $I_K_D_TEMP to $I_K_13_D>>
<<set $I_K_T_TEMP to $I_K_13_T>>
<<set $I_K_P to 12>>
<<set $I_K_13 to $I_K_12>>
<<set $I_K_13_D to $I_K_12_D>>
<<set $I_K_13_T to $I_K_12_T>>
<<set $I_K_Swap to 13>>
<<set $I_K_Target to $I_K_12_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_12 to $I_K_TEMP>>
<<set $I_K_12_D to $I_K_D_TEMP>>
<<set $I_K_12_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 12>>
<<set $I_K_TEMP to $I_K_12>>
<<set $I_K_D_TEMP to $I_K_12_D>>
<<set $I_K_T_TEMP to $I_K_12_T>>
<<set $I_K_P to 11>>
<<set $I_K_12 to $I_K_11>>
<<set $I_K_12_D to $I_K_11_D>>
<<set $I_K_12_T to $I_K_11_T>>
<<set $I_K_Swap to 12>>
<<set $I_K_Target to $I_K_11_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_11 to $I_K_TEMP>>
<<set $I_K_11_D to $I_K_D_TEMP>>
<<set $I_K_11_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 11>>
<<set $I_K_TEMP to $I_K_11>>
<<set $I_K_D_TEMP to $I_K_11_D>>
<<set $I_K_T_TEMP to $I_K_11_T>>
<<set $I_K_P to 10>>
<<set $I_K_11 to $I_K_10>>
<<set $I_K_11_D to $I_K_10_D>>
<<set $I_K_11_T to $I_K_10_T>>
<<set $I_K_Swap to 11>>
<<set $I_K_Target to $I_K_10_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_10 to $I_K_TEMP>>
<<set $I_K_10_D to $I_K_D_TEMP>>
<<set $I_K_10_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 10>>
<<set $I_K_TEMP to $I_K_10>>
<<set $I_K_D_TEMP to $I_K_10_D>>
<<set $I_K_T_TEMP to $I_K_10_T>>
<<set $I_K_P to 9>>
<<set $I_K_10 to $I_K_9>>
<<set $I_K_10_D to $I_K_9_D>>
<<set $I_K_10_T to $I_K_9_T>>
<<set $I_K_Swap to 10>>
<<set $I_K_Target to $I_K_9_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_9 to $I_K_TEMP>>
<<set $I_K_9_D to $I_K_D_TEMP>>
<<set $I_K_9_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 9>>
<<set $I_K_TEMP to $I_K_9>>
<<set $I_K_D_TEMP to $I_K_9_D>>
<<set $I_K_T_TEMP to $I_K_9_T>>
<<set $I_K_P to 8>>
<<set $I_K_9 to $I_K_8>>
<<set $I_K_9_D to $I_K_8_D>>
<<set $I_K_9_T to $I_K_8_T>>
<<set $I_K_Swap to 9>>
<<set $I_K_Target to $I_K_8_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_8 to $I_K_TEMP>>
<<set $I_K_8_D to $I_K_D_TEMP>>
<<set $I_K_8_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 8>>
<<set $I_K_TEMP to $I_K_8>>
<<set $I_K_D_TEMP to $I_K_8_D>>
<<set $I_K_T_TEMP to $I_K_8_T>>
<<set $I_K_P to 7>>
<<set $I_K_8 to $I_K_7>>
<<set $I_K_8_D to $I_K_7_D>>
<<set $I_K_8_T to $I_K_7_T>>
<<set $I_K_Swap to 8>>
<<set $I_K_Target to $I_K_7_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_7 to $I_K_TEMP>>
<<set $I_K_7_D to $I_K_D_TEMP>>
<<set $I_K_7_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 7>>
<<set $I_K_TEMP to $I_K_7>>
<<set $I_K_D_TEMP to $I_K_7_D>>
<<set $I_K_T_TEMP to $I_K_7_T>>
<<set $I_K_P to 6>>
<<set $I_K_7 to $I_K_6>>
<<set $I_K_7_D to $I_K_6_D>>
<<set $I_K_7_T to $I_K_6_T>>
<<set $I_K_Swap to 7>>
<<set $I_K_Target to $I_K_6_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_6 to $I_K_TEMP>>
<<set $I_K_6_D to $I_K_D_TEMP>>
<<set $I_K_6_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 6>>
<<set $I_K_TEMP to $I_K_6>>
<<set $I_K_D_TEMP to $I_K_6_D>>
<<set $I_K_T_TEMP to $I_K_6_T>>
<<set $I_K_P to 5>>
<<set $I_K_6 to $I_K_5>>
<<set $I_K_6_D to $I_K_5_D>>
<<set $I_K_6_T to $I_K_5_T>>
<<set $I_K_Swap to 6>>
<<set $I_K_Target to $I_K_5_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_5 to $I_K_TEMP>>
<<set $I_K_5_D to $I_K_D_TEMP>>
<<set $I_K_5_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 5>>
<<set $I_K_TEMP to $I_K_5>>
<<set $I_K_D_TEMP to $I_K_5_D>>
<<set $I_K_T_TEMP to $I_K_5_T>>
<<set $I_K_P to 4>>
<<set $I_K_5 to $I_K_4>>
<<set $I_K_5_D to $I_K_4_D>>
<<set $I_K_5_T to $I_K_4_T>>
<<set $I_K_Swap to 5>>
<<set $I_K_Target to $I_K_4_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_4 to $I_K_TEMP>>
<<set $I_K_4_D to $I_K_D_TEMP>>
<<set $I_K_4_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 4>>
<<set $I_K_TEMP to $I_K_4>>
<<set $I_K_D_TEMP to $I_K_4_D>>
<<set $I_K_T_TEMP to $I_K_4_T>>
<<set $I_K_P to 3>>
<<set $I_K_4 to $I_K_3>>
<<set $I_K_4_D to $I_K_3_D>>
<<set $I_K_4_T to $I_K_3_T>>
<<set $I_K_Swap to 4>>
<<set $I_K_Target to $I_K_3_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_3 to $I_K_TEMP>>
<<set $I_K_3_D to $I_K_D_TEMP>>
<<set $I_K_3_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 3>>
<<set $I_K_TEMP to $I_K_3>>
<<set $I_K_D_TEMP to $I_K_3_D>>
<<set $I_K_T_TEMP to $I_K_3_T>>
<<set $I_K_P to 2>>
<<set $I_K_3 to $I_K_2>>
<<set $I_K_3_D to $I_K_2_D>>
<<set $I_K_3_T to $I_K_2_T>>
<<set $I_K_Swap to 3>>
<<set $I_K_Target to $I_K_2_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_2 to $I_K_TEMP>>
<<set $I_K_2_D to $I_K_D_TEMP>>
<<set $I_K_2_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 2>>
<<set $I_K_TEMP to $I_K_2>>
<<set $I_K_D_TEMP to $I_K_2_D>>
<<set $I_K_T_TEMP to $I_K_2_T>>
<<set $I_K_P to 1>>
<<set $I_K_2 to $I_K_1>>
<<set $I_K_2_D to $I_K_1_D>>
<<set $I_K_2_T to $I_K_1_T>>
<<set $I_K_Swap to 2>>
<<set $I_K_Target to $I_K_1_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_1 to $I_K_TEMP>>
<<set $I_K_1_D to $I_K_D_TEMP>>
<<set $I_K_1_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 1>>
<<set $I_K_TEMP to $I_K_1>>
<<set $I_K_D_TEMP to $I_K_1_D>>
<<set $I_K_T_TEMP to $I_K_1_T>>
<<set $I_K_P to 30>>
<<set $I_K_1 to $I_K_30>>
<<set $I_K_1_D to $I_K_30_D>>
<<set $I_K_1_T to $I_K_30_T>>
<<set $I_K_Swap to 1>>
<<set $I_K_Target to $I_K_30_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_30 to $I_K_TEMP>>
<<set $I_K_30_D to $I_K_D_TEMP>>
<<set $I_K_30_T to $I_K_T_TEMP>>
<</if>>
<<set $I_K_Move to $I_K_Move - 1>>
<<if $I_K_Move lte 0>>
<<set $I_K_Move to 30>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_K_Target is "Keyblade">>
<<set $keyitemgoeshere_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Level 1 Keycard">>
<<set $Level_1_Keycard_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Level 2 Keycard">>
<<set $Level_2_Keycard_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Territorial Acid">>
<<set $Territorial_Acid_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Orange Canister">>
<<set $Orange_Canister_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Yellow Canister">>
<<set $Yellow_Canister_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "B4B3">>
<<set $B4B3_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Busted Drone">>
<<set $Busted_Drone_Position to $I_K_Swap>>
<</if>>
<<if $I_K_Target is "Secure Case">>
<<set $Secure_Case_Position to $I_K_Swap>>
<</if>>
<</nobr>><<nobr>>
<<if $I_K_Move is 1>>
<<set $I_K_TEMP to $I_K_1>>
<<set $I_K_D_TEMP to $I_K_1_D>>
<<set $I_K_T_TEMP to $I_K_1_T>>
<<set $I_K_P to 2>>
<<set $I_K_1 to $I_K_2>>
<<set $I_K_1_D to $I_K_2_D>>
<<set $I_K_1_T to $I_K_2_T>>
<<set $I_K_Swap to 1>>
<<set $I_K_Target to $I_K_2_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_2 to $I_K_TEMP>>
<<set $I_K_2_D to $I_K_D_TEMP>>
<<set $I_K_2_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 2>>
<<set $I_K_TEMP to $I_K_2>>
<<set $I_K_D_TEMP to $I_K_2_D>>
<<set $I_K_T_TEMP to $I_K_2_T>>
<<set $I_K_P to 3>>
<<set $I_K_2 to $I_K_3>>
<<set $I_K_2_D to $I_K_3_D>>
<<set $I_K_2_T to $I_K_3_T>>
<<set $I_K_Swap to 2>>
<<set $I_K_Target to $I_K_3_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_3 to $I_K_TEMP>>
<<set $I_K_3_D to $I_K_D_TEMP>>
<<set $I_K_3_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 3>>
<<set $I_K_TEMP to $I_K_3>>
<<set $I_K_D_TEMP to $I_K_3_D>>
<<set $I_K_T_TEMP to $I_K_3_T>>
<<set $I_K_P to 4>>
<<set $I_K_3 to $I_K_4>>
<<set $I_K_3_D to $I_K_4_D>>
<<set $I_K_3_T to $I_K_4_T>>
<<set $I_K_Swap to 3>>
<<set $I_K_Target to $I_K_4_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_4 to $I_K_TEMP>>
<<set $I_K_4_D to $I_K_D_TEMP>>
<<set $I_K_4_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 4>>
<<set $I_K_TEMP to $I_K_4>>
<<set $I_K_D_TEMP to $I_K_4_D>>
<<set $I_K_T_TEMP to $I_K_4_T>>
<<set $I_K_P to 5>>
<<set $I_K_4 to $I_K_5>>
<<set $I_K_4_D to $I_K_5_D>>
<<set $I_K_4_T to $I_K_5_T>>
<<set $I_K_Swap to 4>>
<<set $I_K_Target to $I_K_5_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_5 to $I_K_TEMP>>
<<set $I_K_5_D to $I_K_D_TEMP>>
<<set $I_K_5_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 5>>
<<set $I_K_TEMP to $I_K_5>>
<<set $I_K_D_TEMP to $I_K_5_D>>
<<set $I_K_T_TEMP to $I_K_5_T>>
<<set $I_K_P to 6>>
<<set $I_K_5 to $I_K_6>>
<<set $I_K_5_D to $I_K_6_D>>
<<set $I_K_5_T to $I_K_6_T>>
<<set $I_K_Swap to 5>>
<<set $I_K_Target to $I_K_6_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_6 to $I_K_TEMP>>
<<set $I_K_6_D to $I_K_D_TEMP>>
<<set $I_K_6_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 6>>
<<set $I_K_TEMP to $I_K_6>>
<<set $I_K_D_TEMP to $I_K_6_D>>
<<set $I_K_T_TEMP to $I_K_6_T>>
<<set $I_K_P to 7>>
<<set $I_K_6 to $I_K_7>>
<<set $I_K_6_D to $I_K_7_D>>
<<set $I_K_6_T to $I_K_7_T>>
<<set $I_K_Swap to 6>>
<<set $I_K_Target to $I_K_7_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_7 to $I_K_TEMP>>
<<set $I_K_7_D to $I_K_D_TEMP>>
<<set $I_K_7_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 7>>
<<set $I_K_TEMP to $I_K_7>>
<<set $I_K_D_TEMP to $I_K_7_D>>
<<set $I_K_T_TEMP to $I_K_7_T>>
<<set $I_K_P to 8>>
<<set $I_K_7 to $I_K_8>>
<<set $I_K_7_D to $I_K_8_D>>
<<set $I_K_7_T to $I_K_8_T>>
<<set $I_K_Swap to 7>>
<<set $I_K_Target to $I_K_8_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_8 to $I_K_TEMP>>
<<set $I_K_8_D to $I_K_D_TEMP>>
<<set $I_K_8_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 8>>
<<set $I_K_TEMP to $I_K_8>>
<<set $I_K_D_TEMP to $I_K_8_D>>
<<set $I_K_T_TEMP to $I_K_8_T>>
<<set $I_K_P to 9>>
<<set $I_K_8 to $I_K_9>>
<<set $I_K_8_D to $I_K_9_D>>
<<set $I_K_8_T to $I_K_9_T>>
<<set $I_K_Swap to 8>>
<<set $I_K_Target to $I_K_9_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_9 to $I_K_TEMP>>
<<set $I_K_9_D to $I_K_D_TEMP>>
<<set $I_K_9_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 9>>
<<set $I_K_TEMP to $I_K_9>>
<<set $I_K_D_TEMP to $I_K_9_D>>
<<set $I_K_T_TEMP to $I_K_9_T>>
<<set $I_K_P to 10>>
<<set $I_K_9 to $I_K_10>>
<<set $I_K_9_D to $I_K_10_D>>
<<set $I_K_9_T to $I_K_10_T>>
<<set $I_K_Swap to 9>>
<<set $I_K_Target to $I_K_10_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_10 to $I_K_TEMP>>
<<set $I_K_10_D to $I_K_D_TEMP>>
<<set $I_K_10_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 10>>
<<set $I_K_TEMP to $I_K_10>>
<<set $I_K_D_TEMP to $I_K_10_D>>
<<set $I_K_T_TEMP to $I_K_10_T>>
<<set $I_K_P to 11>>
<<set $I_K_10 to $I_K_11>>
<<set $I_K_10_D to $I_K_11_D>>
<<set $I_K_10_T to $I_K_11_T>>
<<set $I_K_Swap to 10>>
<<set $I_K_Target to $I_K_11_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_11 to $I_K_TEMP>>
<<set $I_K_11_D to $I_K_D_TEMP>>
<<set $I_K_11_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 11>>
<<set $I_K_TEMP to $I_K_11>>
<<set $I_K_D_TEMP to $I_K_11_D>>
<<set $I_K_T_TEMP to $I_K_11_T>>
<<set $I_K_P to 12>>
<<set $I_K_11 to $I_K_12>>
<<set $I_K_11_D to $I_K_12_D>>
<<set $I_K_11_T to $I_K_12_T>>
<<set $I_K_Swap to 11>>
<<set $I_K_Target to $I_K_12_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_12 to $I_K_TEMP>>
<<set $I_K_12_D to $I_K_D_TEMP>>
<<set $I_K_12_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 12>>
<<set $I_K_TEMP to $I_K_12>>
<<set $I_K_D_TEMP to $I_K_12_D>>
<<set $I_K_T_TEMP to $I_K_12_T>>
<<set $I_K_P to 13>>
<<set $I_K_12 to $I_K_13>>
<<set $I_K_12_D to $I_K_13_D>>
<<set $I_K_12_T to $I_K_13_T>>
<<set $I_K_Swap to 12>>
<<set $I_K_Target to $I_K_13_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_13 to $I_K_TEMP>>
<<set $I_K_13_D to $I_K_D_TEMP>>
<<set $I_K_13_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 13>>
<<set $I_K_TEMP to $I_K_13>>
<<set $I_K_D_TEMP to $I_K_13_D>>
<<set $I_K_T_TEMP to $I_K_13_T>>
<<set $I_K_P to 14>>
<<set $I_K_13 to $I_K_14>>
<<set $I_K_13_D to $I_K_14_D>>
<<set $I_K_13_T to $I_K_14_T>>
<<set $I_K_Swap to 13>>
<<set $I_K_Target to $I_K_14_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_14 to $I_K_TEMP>>
<<set $I_K_14_D to $I_K_D_TEMP>>
<<set $I_K_14_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 14>>
<<set $I_K_TEMP to $I_K_14>>
<<set $I_K_D_TEMP to $I_K_14_D>>
<<set $I_K_T_TEMP to $I_K_14_T>>
<<set $I_K_P to 15>>
<<set $I_K_14 to $I_K_15>>
<<set $I_K_14_D to $I_K_15_D>>
<<set $I_K_14_T to $I_K_15_T>>
<<set $I_K_Swap to 14>>
<<set $I_K_Target to $I_K_15_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_15 to $I_K_TEMP>>
<<set $I_K_15_D to $I_K_D_TEMP>>
<<set $I_K_15_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 15>>
<<set $I_K_TEMP to $I_K_15>>
<<set $I_K_D_TEMP to $I_K_15_D>>
<<set $I_K_T_TEMP to $I_K_15_T>>
<<set $I_K_P to 16>>
<<set $I_K_15 to $I_K_16>>
<<set $I_K_15_D to $I_K_16_D>>
<<set $I_K_15_T to $I_K_16_T>>
<<set $I_K_Swap to 15>>
<<set $I_K_Target to $I_K_16_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_16 to $I_K_TEMP>>
<<set $I_K_16_D to $I_K_D_TEMP>>
<<set $I_K_16_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 16>>
<<set $I_K_TEMP to $I_K_16>>
<<set $I_K_D_TEMP to $I_K_16_D>>
<<set $I_K_T_TEMP to $I_K_16_T>>
<<set $I_K_P to 17>>
<<set $I_K_16 to $I_K_17>>
<<set $I_K_16_D to $I_K_17_D>>
<<set $I_K_16_T to $I_K_17_T>>
<<set $I_K_Swap to 16>>
<<set $I_K_Target to $I_K_17_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_17 to $I_K_TEMP>>
<<set $I_K_17_D to $I_K_D_TEMP>>
<<set $I_K_17_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 17>>
<<set $I_K_TEMP to $I_K_17>>
<<set $I_K_D_TEMP to $I_K_17_D>>
<<set $I_K_T_TEMP to $I_K_17_T>>
<<set $I_K_P to 18>>
<<set $I_K_17 to $I_K_18>>
<<set $I_K_17_D to $I_K_18_D>>
<<set $I_K_17_T to $I_K_18_T>>
<<set $I_K_Swap to 17>>
<<set $I_K_Target to $I_K_18_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_18 to $I_K_TEMP>>
<<set $I_K_18_D to $I_K_D_TEMP>>
<<set $I_K_18_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 18>>
<<set $I_K_TEMP to $I_K_18>>
<<set $I_K_D_TEMP to $I_K_18_D>>
<<set $I_K_T_TEMP to $I_K_18_T>>
<<set $I_K_P to 19>>
<<set $I_K_18 to $I_K_19>>
<<set $I_K_18_D to $I_K_19_D>>
<<set $I_K_18_T to $I_K_19_T>>
<<set $I_K_Swap to 18>>
<<set $I_K_Target to $I_K_19_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_19 to $I_K_TEMP>>
<<set $I_K_19_D to $I_K_D_TEMP>>
<<set $I_K_19_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 19>>
<<set $I_K_TEMP to $I_K_19>>
<<set $I_K_D_TEMP to $I_K_19_D>>
<<set $I_K_T_TEMP to $I_K_19_T>>
<<set $I_K_P to 20>>
<<set $I_K_19 to $I_K_20>>
<<set $I_K_19_D to $I_K_20_D>>
<<set $I_K_19_T to $I_K_20_T>>
<<set $I_K_Swap to 19>>
<<set $I_K_Target to $I_K_20_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_20 to $I_K_TEMP>>
<<set $I_K_20_D to $I_K_D_TEMP>>
<<set $I_K_20_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 20>>
<<set $I_K_TEMP to $I_K_20>>
<<set $I_K_D_TEMP to $I_K_20_D>>
<<set $I_K_T_TEMP to $I_K_20_T>>
<<set $I_K_P to 21>>
<<set $I_K_20 to $I_K_21>>
<<set $I_K_20_D to $I_K_21_D>>
<<set $I_K_20_T to $I_K_21_T>>
<<set $I_K_Swap to 20>>
<<set $I_K_Target to $I_K_21_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_21 to $I_K_TEMP>>
<<set $I_K_21_D to $I_K_D_TEMP>>
<<set $I_K_21_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 21>>
<<set $I_K_TEMP to $I_K_21>>
<<set $I_K_D_TEMP to $I_K_21_D>>
<<set $I_K_T_TEMP to $I_K_21_T>>
<<set $I_K_P to 22>>
<<set $I_K_21 to $I_K_22>>
<<set $I_K_21_D to $I_K_22_D>>
<<set $I_K_21_T to $I_K_22_T>>
<<set $I_K_Swap to 21>>
<<set $I_K_Target to $I_K_22_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_22 to $I_K_TEMP>>
<<set $I_K_22_D to $I_K_D_TEMP>>
<<set $I_K_22_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 22>>
<<set $I_K_TEMP to $I_K_22>>
<<set $I_K_D_TEMP to $I_K_22_D>>
<<set $I_K_T_TEMP to $I_K_22_T>>
<<set $I_K_P to 23>>
<<set $I_K_22 to $I_K_23>>
<<set $I_K_22_D to $I_K_23_D>>
<<set $I_K_22_T to $I_K_23_T>>
<<set $I_K_Swap to 22>>
<<set $I_K_Target to $I_K_23_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_23 to $I_K_TEMP>>
<<set $I_K_23_D to $I_K_D_TEMP>>
<<set $I_K_23_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 23>>
<<set $I_K_TEMP to $I_K_23>>
<<set $I_K_D_TEMP to $I_K_23_D>>
<<set $I_K_T_TEMP to $I_K_23_T>>
<<set $I_K_P to 24>>
<<set $I_K_23 to $I_K_24>>
<<set $I_K_23_D to $I_K_24_D>>
<<set $I_K_23_T to $I_K_24_T>>
<<set $I_K_Swap to 23>>
<<set $I_K_Target to $I_K_24_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_24 to $I_K_TEMP>>
<<set $I_K_24_D to $I_K_D_TEMP>>
<<set $I_K_24_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 24>>
<<set $I_K_TEMP to $I_K_24>>
<<set $I_K_D_TEMP to $I_K_24_D>>
<<set $I_K_T_TEMP to $I_K_24_T>>
<<set $I_K_P to 25>>
<<set $I_K_24 to $I_K_25>>
<<set $I_K_24_D to $I_K_25_D>>
<<set $I_K_24_T to $I_K_25_T>>
<<set $I_K_Swap to 24>>
<<set $I_K_Target to $I_K_25_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_25 to $I_K_TEMP>>
<<set $I_K_25_D to $I_K_D_TEMP>>
<<set $I_K_25_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 25>>
<<set $I_K_TEMP to $I_K_25>>
<<set $I_K_D_TEMP to $I_K_25_D>>
<<set $I_K_T_TEMP to $I_K_25_T>>
<<set $I_K_P to 26>>
<<set $I_K_25 to $I_K_26>>
<<set $I_K_25_D to $I_K_26_D>>
<<set $I_K_25_T to $I_K_26_T>>
<<set $I_K_Swap to 25>>
<<set $I_K_Target to $I_K_26_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_26 to $I_K_TEMP>>
<<set $I_K_26_D to $I_K_D_TEMP>>
<<set $I_K_26_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 26>>
<<set $I_K_TEMP to $I_K_26>>
<<set $I_K_D_TEMP to $I_K_26_D>>
<<set $I_K_T_TEMP to $I_K_26_T>>
<<set $I_K_P to 27>>
<<set $I_K_26 to $I_K_27>>
<<set $I_K_26_D to $I_K_27_D>>
<<set $I_K_26_T to $I_K_27_T>>
<<set $I_K_Swap to 26>>
<<set $I_K_Target to $I_K_27_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_27 to $I_K_TEMP>>
<<set $I_K_27_D to $I_K_D_TEMP>>
<<set $I_K_27_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 27>>
<<set $I_K_TEMP to $I_K_27>>
<<set $I_K_D_TEMP to $I_K_27_D>>
<<set $I_K_T_TEMP to $I_K_27_T>>
<<set $I_K_P to 28>>
<<set $I_K_27 to $I_K_28>>
<<set $I_K_27_D to $I_K_28_D>>
<<set $I_K_27_T to $I_K_28_T>>
<<set $I_K_Swap to 27>>
<<set $I_K_Target to $I_K_28_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_28 to $I_K_TEMP>>
<<set $I_K_28_D to $I_K_D_TEMP>>
<<set $I_K_28_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 28>>
<<set $I_K_TEMP to $I_K_28>>
<<set $I_K_D_TEMP to $I_K_28_D>>
<<set $I_K_T_TEMP to $I_K_28_T>>
<<set $I_K_P to 29>>
<<set $I_K_28 to $I_K_29>>
<<set $I_K_28_D to $I_K_29_D>>
<<set $I_K_28_T to $I_K_29_T>>
<<set $I_K_Swap to 28>>
<<set $I_K_Target to $I_K_29_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_29 to $I_K_TEMP>>
<<set $I_K_29_D to $I_K_D_TEMP>>
<<set $I_K_29_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 29>>
<<set $I_K_TEMP to $I_K_29>>
<<set $I_K_D_TEMP to $I_K_29_D>>
<<set $I_K_T_TEMP to $I_K_29_T>>
<<set $I_K_P to 30>>
<<set $I_K_29 to $I_K_30>>
<<set $I_K_29_D to $I_K_30_D>>
<<set $I_K_29_T to $I_K_30_T>>
<<set $I_K_Swap to 29>>
<<set $I_K_Target to $I_K_30_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_30 to $I_K_TEMP>>
<<set $I_K_30_D to $I_K_D_TEMP>>
<<set $I_K_30_T to $I_K_T_TEMP>>
<</if>>
<<if $I_K_Move is 30>>
<<set $I_K_TEMP to $I_K_30>>
<<set $I_K_D_TEMP to $I_K_30_D>>
<<set $I_K_T_TEMP to $I_K_30_T>>
<<set $I_K_P to 1>>
<<set $I_K_30 to $I_K_1>>
<<set $I_K_30_D to $I_K_1_D>>
<<set $I_K_30_T to $I_K_1_T>>
<<set $I_K_Swap to 30>>
<<set $I_K_Target to $I_K_1_T>>
<<include "Inventory Key Item Swap">>
<<set $I_K_1 to $I_K_TEMP>>
<<set $I_K_1_D to $I_K_D_TEMP>>
<<set $I_K_1_T to $I_K_T_TEMP>>
<</if>>
<<set $I_K_Move to $I_K_Move + 1>>
<<if $I_K_Move gte 31>>
<<set $I_K_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $Inventory_k_slots_filled to $Inventory_k_slots_filled - 1>>
<<if $Key_Remove_Position is 1>>
<<set $I_K_1 to "empty">>
<</if>>
<<if $Key_Remove_Position is 2>>
<<set $I_K_2 to "empty">>
<</if>>
<<if $Key_Remove_Position is 3>>
<<set $I_K_3 to "empty">>
<</if>>
<<if $Key_Remove_Position is 4>>
<<set $I_K_4 to "empty">>
<</if>>
<<if $Key_Remove_Position is 5>>
<<set $I_K_5 to "empty">>
<</if>>
<<if $Key_Remove_Position is 6>>
<<set $I_K_6 to "empty">>
<</if>>
<<if $Key_Remove_Position is 7>>
<<set $I_K_7 to "empty">>
<</if>>
<<if $Key_Remove_Position is 8>>
<<set $I_K_8 to "empty">>
<</if>>
<<if $Key_Remove_Position is 9>>
<<set $I_K_9 to "empty">>
<</if>>
<<if $Key_Remove_Position is 10>>
<<set $I_K_10 to "empty">>
<</if>>
<<if $Key_Remove_Position is 11>>
<<set $I_K_11 to "empty">>
<</if>>
<<if $Key_Remove_Position is 12>>
<<set $I_K_12 to "empty">>
<</if>>
<<if $Key_Remove_Position is 13>>
<<set $I_K_13 to "empty">>
<</if>>
<<if $Key_Remove_Position is 14>>
<<set $I_K_14 to "empty">>
<</if>>
<<if $Key_Remove_Position is 15>>
<<set $I_K_15 to "empty">>
<</if>>
<<if $Key_Remove_Position is 16>>
<<set $I_K_16 to "empty">>
<</if>>
<<if $Key_Remove_Position is 17>>
<<set $I_K_17 to "empty">>
<</if>>
<<if $Key_Remove_Position is 18>>
<<set $I_K_18 to "empty">>
<</if>>
<<if $Key_Remove_Position is 19>>
<<set $I_K_19 to "empty">>
<</if>>
<<if $Key_Remove_Position is 20>>
<<set $I_K_20 to "empty">>
<</if>>
<<if $Key_Remove_Position is 21>>
<<set $I_K_21 to "empty">>
<</if>>
<<if $Key_Remove_Position is 22>>
<<set $I_K_22 to "empty">>
<</if>>
<<if $Key_Remove_Position is 23>>
<<set $I_K_23 to "empty">>
<</if>>
<<if $Key_Remove_Position is 24>>
<<set $I_K_24 to "empty">>
<</if>>
<<if $Key_Remove_Position is 25>>
<<set $I_K_25 to "empty">>
<</if>>
<<if $Key_Remove_Position is 26>>
<<set $I_K_26 to "empty">>
<</if>>
<<if $Key_Remove_Position is 27>>
<<set $I_K_27 to "empty">>
<</if>>
<<if $Key_Remove_Position is 28>>
<<set $I_K_28 to "empty">>
<</if>>
<<if $Key_Remove_Position is 29>>
<<set $I_K_29 to "empty">>
<</if>>
<<if $Key_Remove_Position is 30>>
<<set $I_K_30 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Subweapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_SW_1 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_1]]>><<dialog>><<include $I_SW_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_2 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_2]]>><<dialog>><<include $I_SW_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_3 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_3]]>><<dialog>><<include $I_SW_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_4 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_4]]>><<dialog>><<include $I_SW_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_5 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_5]]>><<dialog>><<include $I_SW_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="SubWeapon2Div"><<if $I_SW_6 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_6]]>><<dialog>><<include $I_SW_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_7 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_7]]>><<dialog>><<include $I_SW_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_8 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_8]]>><<dialog>><<include $I_SW_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_9 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_9]]>><<dialog>><<include $I_SW_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_10 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_10]]>><<dialog>><<include $I_SW_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Subweapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_SW_11 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_11]]>><<dialog>><<include $I_SW_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_12 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_12]]>><<dialog>><<include $I_SW_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_13 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_13]]>><<dialog>><<include $I_SW_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_14 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_14]]>><<dialog>><<include $I_SW_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_15 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_15]]>><<dialog>><<include $I_SW_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="SubWeapon4Div"><<if $I_SW_16 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_16]]>><<dialog>><<include $I_SW_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_17 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_17]]>><<dialog>><<include $I_SW_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_18 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_18]]>><<dialog>><<include $I_SW_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_19 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_19]]>><<dialog>><<include $I_SW_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_20 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_20]]>><<dialog>><<include $I_SW_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Clothing Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_CL_1 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_1]]>><<dialog>><<include $I_CL_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_2 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_2]]>><<dialog>><<include $I_CL_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_3 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_3]]>><<dialog>><<include $I_CL_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_4 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_4]]>><<dialog>><<include $I_CL_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_5 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_5]]>><<dialog>><<include $I_CL_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Clothing2Div"><<if $I_CL_6 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_6]]>><<dialog>><<include $I_CL_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_7 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_7]]>><<dialog>><<include $I_CL_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_8 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_8]]>><<dialog>><<include $I_CL_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_9 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_9]]>><<dialog>><<include $I_CL_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_10 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_10]]>><<dialog>><<include $I_CL_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Accessories Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_AC_1 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_1]]>><<dialog>><<include $I_AC_1_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_2 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_2]]>><<dialog>><<include $I_AC_2_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_3 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_3]]>><<dialog>><<include $I_AC_3_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_4 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_4]]>><<dialog>><<include $I_AC_4_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_5 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_5]]>><<dialog>><<include $I_AC_5_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Accessories2Div"><<if $I_AC_6 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_6]]>><<dialog>><<include $I_AC_6_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_7 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_7]]>><<dialog>><<include $I_AC_7_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_8 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_8]]>><<dialog>><<include $I_AC_8_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_9 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_9]]>><<dialog>><<include $I_AC_9_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_10 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_10]]>><<dialog>><<include $I_AC_10_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Clothing Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_CL_11 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_11]]>><<dialog>><<include $I_CL_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_12 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_12]]>><<dialog>><<include $I_CL_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_13 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_13]]>><<dialog>><<include $I_CL_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_14 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_14]]>><<dialog>><<include $I_CL_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_15 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_15]]>><<dialog>><<include $I_CL_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Clothing4Div"><<if $I_CL_16 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_16]]>><<dialog>><<include $I_CL_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_17 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_17]]>><<dialog>><<include $I_CL_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_18 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_18]]>><<dialog>><<include $I_CL_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_19 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_19]]>><<dialog>><<include $I_CL_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_20 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_20]]>><<dialog>><<include $I_CL_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Accessories Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>><<if $I_AC_11 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_11]]>><<dialog>><<include $I_AC_11_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_12 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_12]]>><<dialog>><<include $I_AC_12_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_13 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_13]]>><<dialog>><<include $I_AC_13_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_14 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_14]]>><<dialog>><<include $I_AC_14_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_15 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_15]]>><<dialog>><<include $I_AC_15_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Accessories4Div"><<if $I_AC_16 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_16]]>><<dialog>><<include $I_AC_16_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_17 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_17]]>><<dialog>><<include $I_AC_17_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_18 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_18]]>><<dialog>><<include $I_AC_18_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_19 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_19]]>><<dialog>><<include $I_AC_19_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_20 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_20]]>><<dialog>><<include $I_AC_20_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<nobr>>
<<if $I_CL_Target is "Keyblade">>
<<set $Clothinggoeshere_Position to $I_CL_Swap>>
<</if>>
<<if $I_CL_Target is "Breaching Wear">>
<<set $Breaching_Wear_Position to $I_CL_Swap>>
<</if>>
<<if $I_CL_Target is "Starslave Bikini">>
<<set $Starslave_Bikini_Position to $I_CL_Swap>>
<</if>>
<<if $I_CL_Target is "Security Uniform">>
<<set $Security_Uniform_Position to $I_CL_Swap>>
<</if>>
<</nobr>><<nobr>>
<<if $Inventory_cl_slots_filled gte 20>>
<<set $Inventory_cl_full to 1>>
<<else>>
<<set $Inventory_cl_full to 0>>
<<set $Inventory_cl_slots_filled to $Inventory_cl_slots_filled + 1>>
<</if>>
<<if $I_CL_1 is "empty">>
<<set $I_CL_1 to $I_CL_Temp>>
<<set $I_CL_1_D to $I_CL_D_Temp>>
<<set $I_CL_1_T to $I_CL_T_Temp>>
<<set $I_CL_P to 1>>
<<elseif $I_CL_2 is "empty">>
<<set $I_CL_2 to $I_CL_Temp>>
<<set $I_CL_2_D to $I_CL_D_Temp>>
<<set $I_CL_2_T to $I_CL_T_Temp>>
<<set $I_CL_P to 2>>
<<elseif $I_CL_3 is "empty">>
<<set $I_CL_3 to $I_CL_Temp>>
<<set $I_CL_3_D to $I_CL_D_Temp>>
<<set $I_CL_3_T to $I_CL_T_Temp>>
<<set $I_CL_P to 3>>
<<elseif $I_CL_4 is "empty">>
<<set $I_CL_4 to $I_CL_Temp>>
<<set $I_CL_4_D to $I_CL_D_Temp>>
<<set $I_CL_4_T to $I_CL_T_Temp>>
<<set $I_CL_P to 4>>
<<elseif $I_CL_5 is "empty">>
<<set $I_CL_5 to $I_CL_Temp>>
<<set $I_CL_5_D to $I_CL_D_Temp>>
<<set $I_CL_5_T to $I_CL_T_Temp>>
<<set $I_CL_P to 5>>
<<elseif $I_CL_6 is "empty">>
<<set $I_CL_6 to $I_CL_Temp>>
<<set $I_CL_6_D to $I_CL_D_Temp>>
<<set $I_CL_6_T to $I_CL_T_Temp>>
<<set $I_CL_P to 6>>
<<elseif $I_CL_7 is "empty">>
<<set $I_CL_7 to $I_CL_Temp>>
<<set $I_CL_7_D to $I_CL_D_Temp>>
<<set $I_CL_7_T to $I_CL_T_Temp>>
<<set $I_CL_P to 7>>
<<elseif $I_CL_8 is "empty">>
<<set $I_CL_8 to $I_CL_Temp>>
<<set $I_CL_8_D to $I_CL_D_Temp>>
<<set $I_CL_8_T to $I_CL_T_Temp>>
<<set $I_CL_P to 8>>
<<elseif $I_CL_9 is "empty">>
<<set $I_CL_9 to $I_CL_Temp>>
<<set $I_CL_9_D to $I_CL_D_Temp>>
<<set $I_CL_9_T to $I_CL_T_Temp>>
<<set $I_CL_P to 9>>
<<elseif $I_CL_10 is "empty">>
<<set $I_CL_10 to $I_CL_Temp>>
<<set $I_CL_10_D to $I_CL_D_Temp>>
<<set $I_CL_10_T to $I_CL_T_Temp>>
<<set $I_CL_P to 10>>
<<elseif $I_CL_11 is "empty">>
<<set $I_CL_11 to $I_CL_Temp>>
<<set $I_CL_11_D to $I_CL_D_Temp>>
<<set $I_CL_11_T to $I_CL_T_Temp>>
<<set $I_CL_P to 11>>
<<elseif $I_CL_12 is "empty">>
<<set $I_CL_12 to $I_CL_Temp>>
<<set $I_CL_12_D to $I_CL_D_Temp>>
<<set $I_CL_12_T to $I_CL_T_Temp>>
<<set $I_CL_P to 12>>
<<elseif $I_CL_13 is "empty">>
<<set $I_CL_13 to $I_CL_Temp>>
<<set $I_CL_13_D to $I_CL_D_Temp>>
<<set $I_CL_13_T to $I_CL_T_Temp>>
<<set $I_CL_P to 13>>
<<elseif $I_CL_14 is "empty">>
<<set $I_CL_14 to $I_CL_Temp>>
<<set $I_CL_14_D to $I_CL_D_Temp>>
<<set $I_CL_14_T to $I_CL_T_Temp>>
<<set $I_CL_P to 14>>
<<elseif $I_CL_15 is "empty">>
<<set $I_CL_15 to $I_CL_Temp>>
<<set $I_CL_15_D to $I_CL_D_Temp>>
<<set $I_CL_15_T to $I_CL_T_Temp>>
<<set $I_CL_P to 15>>
<<elseif $I_CL_16 is "empty">>
<<set $I_CL_16 to $I_CL_Temp>>
<<set $I_CL_16_D to $I_CL_D_Temp>>
<<set $I_CL_16_T to $I_CL_T_Temp>>
<<set $I_CL_P to 16>>
<<elseif $I_CL_17 is "empty">>
<<set $I_CL_17 to $I_CL_Temp>>
<<set $I_CL_17_D to $I_CL_D_Temp>>
<<set $I_CL_17_T to $I_CL_T_Temp>>
<<set $I_CL_P to 17>>
<<elseif $I_CL_18 is "empty">>
<<set $I_CL_18 to $I_CL_Temp>>
<<set $I_CL_18_D to $I_CL_D_Temp>>
<<set $I_CL_18_T to $I_CL_T_Temp>>
<<set $I_CL_P to 18>>
<<elseif $I_CL_19 is "empty">>
<<set $I_CL_19 to $I_CL_Temp>>
<<set $I_CL_19_D to $I_CL_D_Temp>>
<<set $I_CL_19_T to $I_CL_T_Temp>>
<<set $I_CL_P to 19>>
<<elseif $I_CL_20 is "empty">>
<<set $I_CL_20 to $I_CL_Temp>>
<<set $I_CL_20_D to $I_CL_D_Temp>>
<<set $I_CL_20_T to $I_CL_T_Temp>>
<<set $I_CL_P to 20>>
<</if>>
<<set $inventory_pane to "clothing">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_CL_Move is 20>>
<<set $I_CL_TEMP to $I_CL_20>>
<<set $I_CL_D_TEMP to $I_CL_20_D>>
<<set $I_CL_T_TEMP to $I_CL_20_T>>
<<set $I_CL_P to 19>>
<<set $I_CL_20 to $I_CL_19>>
<<set $I_CL_20_D to $I_CL_19_D>>
<<set $I_CL_20_T to $I_CL_19_T>>
<<set $I_CL_Swap to 20>>
<<set $I_CL_Target to $I_CL_19_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_19 to $I_CL_TEMP>>
<<set $I_CL_19_D to $I_CL_D_TEMP>>
<<set $I_CL_19_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 19>>
<<set $I_CL_TEMP to $I_CL_19>>
<<set $I_CL_D_TEMP to $I_CL_19_D>>
<<set $I_CL_T_TEMP to $I_CL_19_T>>
<<set $I_CL_P to 18>>
<<set $I_CL_19 to $I_CL_18>>
<<set $I_CL_19_D to $I_CL_18_D>>
<<set $I_CL_19_T to $I_CL_18_T>>
<<set $I_CL_Swap to 19>>
<<set $I_CL_Target to $I_CL_18_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_18 to $I_CL_TEMP>>
<<set $I_CL_18_D to $I_CL_D_TEMP>>
<<set $I_CL_18_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 18>>
<<set $I_CL_TEMP to $I_CL_18>>
<<set $I_CL_D_TEMP to $I_CL_18_D>>
<<set $I_CL_T_TEMP to $I_CL_18_T>>
<<set $I_CL_P to 17>>
<<set $I_CL_18 to $I_CL_17>>
<<set $I_CL_18_D to $I_CL_17_D>>
<<set $I_CL_18_T to $I_CL_17_T>>
<<set $I_CL_Swap to 18>>
<<set $I_CL_Target to $I_CL_17_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_17 to $I_CL_TEMP>>
<<set $I_CL_17_D to $I_CL_D_TEMP>>
<<set $I_CL_17_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 17>>
<<set $I_CL_TEMP to $I_CL_17>>
<<set $I_CL_D_TEMP to $I_CL_17_D>>
<<set $I_CL_T_TEMP to $I_CL_17_T>>
<<set $I_CL_P to 16>>
<<set $I_CL_17 to $I_CL_16>>
<<set $I_CL_17_D to $I_CL_16_D>>
<<set $I_CL_17_T to $I_CL_16_T>>
<<set $I_CL_Swap to 17>>
<<set $I_CL_Target to $I_CL_16_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_16 to $I_CL_TEMP>>
<<set $I_CL_16_D to $I_CL_D_TEMP>>
<<set $I_CL_16_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 16>>
<<set $I_CL_TEMP to $I_CL_16>>
<<set $I_CL_D_TEMP to $I_CL_16_D>>
<<set $I_CL_T_TEMP to $I_CL_16_T>>
<<set $I_CL_P to 15>>
<<set $I_CL_16 to $I_CL_15>>
<<set $I_CL_16_D to $I_CL_15_D>>
<<set $I_CL_16_T to $I_CL_15_T>>
<<set $I_CL_Swap to 16>>
<<set $I_CL_Target to $I_CL_15_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_15 to $I_CL_TEMP>>
<<set $I_CL_15_D to $I_CL_D_TEMP>>
<<set $I_CL_15_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 15>>
<<set $I_CL_TEMP to $I_CL_15>>
<<set $I_CL_D_TEMP to $I_CL_15_D>>
<<set $I_CL_T_TEMP to $I_CL_15_T>>
<<set $I_CL_P to 14>>
<<set $I_CL_15 to $I_CL_14>>
<<set $I_CL_15_D to $I_CL_14_D>>
<<set $I_CL_15_T to $I_CL_14_T>>
<<set $I_CL_Swap to 15>>
<<set $I_CL_Target to $I_CL_14_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_14 to $I_CL_TEMP>>
<<set $I_CL_14_D to $I_CL_D_TEMP>>
<<set $I_CL_14_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 14>>
<<set $I_CL_TEMP to $I_CL_14>>
<<set $I_CL_D_TEMP to $I_CL_14_D>>
<<set $I_CL_T_TEMP to $I_CL_14_T>>
<<set $I_CL_P to 13>>
<<set $I_CL_14 to $I_CL_13>>
<<set $I_CL_14_D to $I_CL_13_D>>
<<set $I_CL_14_T to $I_CL_13_T>>
<<set $I_CL_Swap to 14>>
<<set $I_CL_Target to $I_CL_13_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_13 to $I_CL_TEMP>>
<<set $I_CL_13_D to $I_CL_D_TEMP>>
<<set $I_CL_13_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 13>>
<<set $I_CL_TEMP to $I_CL_13>>
<<set $I_CL_D_TEMP to $I_CL_13_D>>
<<set $I_CL_T_TEMP to $I_CL_13_T>>
<<set $I_CL_P to 12>>
<<set $I_CL_13 to $I_CL_12>>
<<set $I_CL_13_D to $I_CL_12_D>>
<<set $I_CL_13_T to $I_CL_12_T>>
<<set $I_CL_Swap to 13>>
<<set $I_CL_Target to $I_CL_12_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_12 to $I_CL_TEMP>>
<<set $I_CL_12_D to $I_CL_D_TEMP>>
<<set $I_CL_12_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 12>>
<<set $I_CL_TEMP to $I_CL_12>>
<<set $I_CL_D_TEMP to $I_CL_12_D>>
<<set $I_CL_T_TEMP to $I_CL_12_T>>
<<set $I_CL_P to 11>>
<<set $I_CL_12 to $I_CL_11>>
<<set $I_CL_12_D to $I_CL_11_D>>
<<set $I_CL_12_T to $I_CL_11_T>>
<<set $I_CL_Swap to 12>>
<<set $I_CL_Target to $I_CL_11_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_11 to $I_CL_TEMP>>
<<set $I_CL_11_D to $I_CL_D_TEMP>>
<<set $I_CL_11_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 11>>
<<set $I_CL_TEMP to $I_CL_11>>
<<set $I_CL_D_TEMP to $I_CL_11_D>>
<<set $I_CL_T_TEMP to $I_CL_11_T>>
<<set $I_CL_P to 10>>
<<set $I_CL_11 to $I_CL_10>>
<<set $I_CL_11_D to $I_CL_10_D>>
<<set $I_CL_11_T to $I_CL_10_T>>
<<set $I_CL_Swap to 11>>
<<set $I_CL_Target to $I_CL_10_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_10 to $I_CL_TEMP>>
<<set $I_CL_10_D to $I_CL_D_TEMP>>
<<set $I_CL_10_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 10>>
<<set $I_CL_TEMP to $I_CL_10>>
<<set $I_CL_D_TEMP to $I_CL_10_D>>
<<set $I_CL_T_TEMP to $I_CL_10_T>>
<<set $I_CL_P to 9>>
<<set $I_CL_10 to $I_CL_9>>
<<set $I_CL_10_D to $I_CL_9_D>>
<<set $I_CL_10_T to $I_CL_9_T>>
<<set $I_CL_Swap to 10>>
<<set $I_CL_Target to $I_CL_9_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_9 to $I_CL_TEMP>>
<<set $I_CL_9_D to $I_CL_D_TEMP>>
<<set $I_CL_9_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 9>>
<<set $I_CL_TEMP to $I_CL_9>>
<<set $I_CL_D_TEMP to $I_CL_9_D>>
<<set $I_CL_T_TEMP to $I_CL_9_T>>
<<set $I_CL_P to 8>>
<<set $I_CL_9 to $I_CL_8>>
<<set $I_CL_9_D to $I_CL_8_D>>
<<set $I_CL_9_T to $I_CL_8_T>>
<<set $I_CL_Swap to 9>>
<<set $I_CL_Target to $I_CL_8_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_8 to $I_CL_TEMP>>
<<set $I_CL_8_D to $I_CL_D_TEMP>>
<<set $I_CL_8_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 8>>
<<set $I_CL_TEMP to $I_CL_8>>
<<set $I_CL_D_TEMP to $I_CL_8_D>>
<<set $I_CL_T_TEMP to $I_CL_8_T>>
<<set $I_CL_P to 7>>
<<set $I_CL_8 to $I_CL_7>>
<<set $I_CL_8_D to $I_CL_7_D>>
<<set $I_CL_8_T to $I_CL_7_T>>
<<set $I_CL_Swap to 8>>
<<set $I_CL_Target to $I_CL_7_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_7 to $I_CL_TEMP>>
<<set $I_CL_7_D to $I_CL_D_TEMP>>
<<set $I_CL_7_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 7>>
<<set $I_CL_TEMP to $I_CL_7>>
<<set $I_CL_D_TEMP to $I_CL_7_D>>
<<set $I_CL_T_TEMP to $I_CL_7_T>>
<<set $I_CL_P to 6>>
<<set $I_CL_7 to $I_CL_6>>
<<set $I_CL_7_D to $I_CL_6_D>>
<<set $I_CL_7_T to $I_CL_6_T>>
<<set $I_CL_Swap to 7>>
<<set $I_CL_Target to $I_CL_6_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_6 to $I_CL_TEMP>>
<<set $I_CL_6_D to $I_CL_D_TEMP>>
<<set $I_CL_6_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 6>>
<<set $I_CL_TEMP to $I_CL_6>>
<<set $I_CL_D_TEMP to $I_CL_6_D>>
<<set $I_CL_T_TEMP to $I_CL_6_T>>
<<set $I_CL_P to 5>>
<<set $I_CL_6 to $I_CL_5>>
<<set $I_CL_6_D to $I_CL_5_D>>
<<set $I_CL_6_T to $I_CL_5_T>>
<<set $I_CL_Swap to 6>>
<<set $I_CL_Target to $I_CL_5_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_5 to $I_CL_TEMP>>
<<set $I_CL_5_D to $I_CL_D_TEMP>>
<<set $I_CL_5_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 5>>
<<set $I_CL_TEMP to $I_CL_5>>
<<set $I_CL_D_TEMP to $I_CL_5_D>>
<<set $I_CL_T_TEMP to $I_CL_5_T>>
<<set $I_CL_P to 4>>
<<set $I_CL_5 to $I_CL_4>>
<<set $I_CL_5_D to $I_CL_4_D>>
<<set $I_CL_5_T to $I_CL_4_T>>
<<set $I_CL_Swap to 5>>
<<set $I_CL_Target to $I_CL_4_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_4 to $I_CL_TEMP>>
<<set $I_CL_4_D to $I_CL_D_TEMP>>
<<set $I_CL_4_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 4>>
<<set $I_CL_TEMP to $I_CL_4>>
<<set $I_CL_D_TEMP to $I_CL_4_D>>
<<set $I_CL_T_TEMP to $I_CL_4_T>>
<<set $I_CL_P to 3>>
<<set $I_CL_4 to $I_CL_3>>
<<set $I_CL_4_D to $I_CL_3_D>>
<<set $I_CL_4_T to $I_CL_3_T>>
<<set $I_CL_Swap to 4>>
<<set $I_CL_Target to $I_CL_3_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_3 to $I_CL_TEMP>>
<<set $I_CL_3_D to $I_CL_D_TEMP>>
<<set $I_CL_3_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 3>>
<<set $I_CL_TEMP to $I_CL_3>>
<<set $I_CL_D_TEMP to $I_CL_3_D>>
<<set $I_CL_T_TEMP to $I_CL_3_T>>
<<set $I_CL_P to 2>>
<<set $I_CL_3 to $I_CL_2>>
<<set $I_CL_3_D to $I_CL_2_D>>
<<set $I_CL_3_T to $I_CL_2_T>>
<<set $I_CL_Swap to 3>>
<<set $I_CL_Target to $I_CL_2_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_2 to $I_CL_TEMP>>
<<set $I_CL_2_D to $I_CL_D_TEMP>>
<<set $I_CL_2_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 2>>
<<set $I_CL_TEMP to $I_CL_2>>
<<set $I_CL_D_TEMP to $I_CL_2_D>>
<<set $I_CL_T_TEMP to $I_CL_2_T>>
<<set $I_CL_P to 1>>
<<set $I_CL_2 to $I_CL_1>>
<<set $I_CL_2_D to $I_CL_1_D>>
<<set $I_CL_2_T to $I_CL_1_T>>
<<set $I_CL_Swap to 2>>
<<set $I_CL_Target to $I_CL_1_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_1 to $I_CL_TEMP>>
<<set $I_CL_1_D to $I_CL_D_TEMP>>
<<set $I_CL_1_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 1>>
<<set $I_CL_TEMP to $I_CL_1>>
<<set $I_CL_D_TEMP to $I_CL_1_D>>
<<set $I_CL_T_TEMP to $I_CL_1_T>>
<<set $I_CL_P to 30>>
<<set $I_CL_1 to $I_CL_20>>
<<set $I_CL_1_D to $I_CL_20_D>>
<<set $I_CL_1_T to $I_CL_20_T>>
<<set $I_CL_Swap to 1>>
<<set $I_CL_Target to $I_CL_20_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_20 to $I_CL_TEMP>>
<<set $I_CL_20_D to $I_CL_D_TEMP>>
<<set $I_CL_20_T to $I_CL_T_TEMP>>
<</if>>
<<set $I_CL_Move to $I_CL_Move - 1>>
<<if $I_CL_Move lte 0>>
<<set $I_CL_Move to 20>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_CL_Move is 1>>
<<set $I_CL_TEMP to $I_CL_1>>
<<set $I_CL_D_TEMP to $I_CL_1_D>>
<<set $I_CL_T_TEMP to $I_CL_1_T>>
<<set $I_CL_P to 2>>
<<set $I_CL_1 to $I_CL_2>>
<<set $I_CL_1_D to $I_CL_2_D>>
<<set $I_CL_1_T to $I_CL_2_T>>
<<set $I_CL_Swap to 1>>
<<set $I_CL_Target to $I_CL_2_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_2 to $I_CL_TEMP>>
<<set $I_CL_2_D to $I_CL_D_TEMP>>
<<set $I_CL_2_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 2>>
<<set $I_CL_TEMP to $I_CL_2>>
<<set $I_CL_D_TEMP to $I_CL_2_D>>
<<set $I_CL_T_TEMP to $I_CL_2_T>>
<<set $I_CL_P to 3>>
<<set $I_CL_2 to $I_CL_3>>
<<set $I_CL_2_D to $I_CL_3_D>>
<<set $I_CL_2_T to $I_CL_3_T>>
<<set $I_CL_Swap to 2>>
<<set $I_CL_Target to $I_CL_3_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_3 to $I_CL_TEMP>>
<<set $I_CL_3_D to $I_CL_D_TEMP>>
<<set $I_CL_3_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 3>>
<<set $I_CL_TEMP to $I_CL_3>>
<<set $I_CL_D_TEMP to $I_CL_3_D>>
<<set $I_CL_T_TEMP to $I_CL_3_T>>
<<set $I_CL_P to 4>>
<<set $I_CL_3 to $I_CL_4>>
<<set $I_CL_3_D to $I_CL_4_D>>
<<set $I_CL_3_T to $I_CL_4_T>>
<<set $I_CL_Swap to 3>>
<<set $I_CL_Target to $I_CL_4_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_4 to $I_CL_TEMP>>
<<set $I_CL_4_D to $I_CL_D_TEMP>>
<<set $I_CL_4_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 4>>
<<set $I_CL_TEMP to $I_CL_4>>
<<set $I_CL_D_TEMP to $I_CL_4_D>>
<<set $I_CL_T_TEMP to $I_CL_4_T>>
<<set $I_CL_P to 5>>
<<set $I_CL_4 to $I_CL_5>>
<<set $I_CL_4_D to $I_CL_5_D>>
<<set $I_CL_4_T to $I_CL_5_T>>
<<set $I_CL_Swap to 4>>
<<set $I_CL_Target to $I_CL_5_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_5 to $I_CL_TEMP>>
<<set $I_CL_5_D to $I_CL_D_TEMP>>
<<set $I_CL_5_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 5>>
<<set $I_CL_TEMP to $I_CL_5>>
<<set $I_CL_D_TEMP to $I_CL_5_D>>
<<set $I_CL_T_TEMP to $I_CL_5_T>>
<<set $I_CL_P to 6>>
<<set $I_CL_5 to $I_CL_6>>
<<set $I_CL_5_D to $I_CL_6_D>>
<<set $I_CL_5_T to $I_CL_6_T>>
<<set $I_CL_Swap to 5>>
<<set $I_CL_Target to $I_CL_6_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_6 to $I_CL_TEMP>>
<<set $I_CL_6_D to $I_CL_D_TEMP>>
<<set $I_CL_6_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 6>>
<<set $I_CL_TEMP to $I_CL_6>>
<<set $I_CL_D_TEMP to $I_CL_6_D>>
<<set $I_CL_T_TEMP to $I_CL_6_T>>
<<set $I_CL_P to 7>>
<<set $I_CL_6 to $I_CL_7>>
<<set $I_CL_6_D to $I_CL_7_D>>
<<set $I_CL_6_T to $I_CL_7_T>>
<<set $I_CL_Swap to 6>>
<<set $I_CL_Target to $I_CL_7_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_7 to $I_CL_TEMP>>
<<set $I_CL_7_D to $I_CL_D_TEMP>>
<<set $I_CL_7_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 7>>
<<set $I_CL_TEMP to $I_CL_7>>
<<set $I_CL_D_TEMP to $I_CL_7_D>>
<<set $I_CL_T_TEMP to $I_CL_7_T>>
<<set $I_CL_P to 8>>
<<set $I_CL_7 to $I_CL_8>>
<<set $I_CL_7_D to $I_CL_8_D>>
<<set $I_CL_7_T to $I_CL_8_T>>
<<set $I_CL_Swap to 7>>
<<set $I_CL_Target to $I_CL_8_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_8 to $I_CL_TEMP>>
<<set $I_CL_8_D to $I_CL_D_TEMP>>
<<set $I_CL_8_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 8>>
<<set $I_CL_TEMP to $I_CL_8>>
<<set $I_CL_D_TEMP to $I_CL_8_D>>
<<set $I_CL_T_TEMP to $I_CL_8_T>>
<<set $I_CL_P to 9>>
<<set $I_CL_8 to $I_CL_9>>
<<set $I_CL_8_D to $I_CL_9_D>>
<<set $I_CL_8_T to $I_CL_9_T>>
<<set $I_CL_Swap to 8>>
<<set $I_CL_Target to $I_CL_9_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_9 to $I_CL_TEMP>>
<<set $I_CL_9_D to $I_CL_D_TEMP>>
<<set $I_CL_9_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 9>>
<<set $I_CL_TEMP to $I_CL_9>>
<<set $I_CL_D_TEMP to $I_CL_9_D>>
<<set $I_CL_T_TEMP to $I_CL_9_T>>
<<set $I_CL_P to 10>>
<<set $I_CL_9 to $I_CL_10>>
<<set $I_CL_9_D to $I_CL_10_D>>
<<set $I_CL_9_T to $I_CL_10_T>>
<<set $I_CL_Swap to 9>>
<<set $I_CL_Target to $I_CL_10_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_10 to $I_CL_TEMP>>
<<set $I_CL_10_D to $I_CL_D_TEMP>>
<<set $I_CL_10_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 10>>
<<set $I_CL_TEMP to $I_CL_10>>
<<set $I_CL_D_TEMP to $I_CL_10_D>>
<<set $I_CL_T_TEMP to $I_CL_10_T>>
<<set $I_CL_P to 11>>
<<set $I_CL_10 to $I_CL_11>>
<<set $I_CL_10_D to $I_CL_11_D>>
<<set $I_CL_10_T to $I_CL_11_T>>
<<set $I_CL_Swap to 10>>
<<set $I_CL_Target to $I_CL_11_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_11 to $I_CL_TEMP>>
<<set $I_CL_11_D to $I_CL_D_TEMP>>
<<set $I_CL_11_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 11>>
<<set $I_CL_TEMP to $I_CL_11>>
<<set $I_CL_D_TEMP to $I_CL_11_D>>
<<set $I_CL_T_TEMP to $I_CL_11_T>>
<<set $I_CL_P to 12>>
<<set $I_CL_11 to $I_CL_12>>
<<set $I_CL_11_D to $I_CL_12_D>>
<<set $I_CL_11_T to $I_CL_12_T>>
<<set $I_CL_Swap to 11>>
<<set $I_CL_Target to $I_CL_12_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_12 to $I_CL_TEMP>>
<<set $I_CL_12_D to $I_CL_D_TEMP>>
<<set $I_CL_12_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 12>>
<<set $I_CL_TEMP to $I_CL_12>>
<<set $I_CL_D_TEMP to $I_CL_12_D>>
<<set $I_CL_T_TEMP to $I_CL_12_T>>
<<set $I_CL_P to 13>>
<<set $I_CL_12 to $I_CL_13>>
<<set $I_CL_12_D to $I_CL_13_D>>
<<set $I_CL_12_T to $I_CL_13_T>>
<<set $I_CL_Swap to 12>>
<<set $I_CL_Target to $I_CL_13_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_13 to $I_CL_TEMP>>
<<set $I_CL_13_D to $I_CL_D_TEMP>>
<<set $I_CL_13_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 13>>
<<set $I_CL_TEMP to $I_CL_13>>
<<set $I_CL_D_TEMP to $I_CL_13_D>>
<<set $I_CL_T_TEMP to $I_CL_13_T>>
<<set $I_CL_P to 14>>
<<set $I_CL_13 to $I_CL_14>>
<<set $I_CL_13_D to $I_CL_14_D>>
<<set $I_CL_13_T to $I_CL_14_T>>
<<set $I_CL_Swap to 13>>
<<set $I_CL_Target to $I_CL_14_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_14 to $I_CL_TEMP>>
<<set $I_CL_14_D to $I_CL_D_TEMP>>
<<set $I_CL_14_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 14>>
<<set $I_CL_TEMP to $I_CL_14>>
<<set $I_CL_D_TEMP to $I_CL_14_D>>
<<set $I_CL_T_TEMP to $I_CL_14_T>>
<<set $I_CL_P to 15>>
<<set $I_CL_14 to $I_CL_15>>
<<set $I_CL_14_D to $I_CL_15_D>>
<<set $I_CL_14_T to $I_CL_15_T>>
<<set $I_CL_Swap to 14>>
<<set $I_CL_Target to $I_CL_15_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_15 to $I_CL_TEMP>>
<<set $I_CL_15_D to $I_CL_D_TEMP>>
<<set $I_CL_15_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 15>>
<<set $I_CL_TEMP to $I_CL_15>>
<<set $I_CL_D_TEMP to $I_CL_15_D>>
<<set $I_CL_T_TEMP to $I_CL_15_T>>
<<set $I_CL_P to 16>>
<<set $I_CL_15 to $I_CL_16>>
<<set $I_CL_15_D to $I_CL_16_D>>
<<set $I_CL_15_T to $I_CL_16_T>>
<<set $I_CL_Swap to 15>>
<<set $I_CL_Target to $I_CL_16_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_16 to $I_CL_TEMP>>
<<set $I_CL_16_D to $I_CL_D_TEMP>>
<<set $I_CL_16_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 16>>
<<set $I_CL_TEMP to $I_CL_16>>
<<set $I_CL_D_TEMP to $I_CL_16_D>>
<<set $I_CL_T_TEMP to $I_CL_16_T>>
<<set $I_CL_P to 17>>
<<set $I_CL_16 to $I_CL_17>>
<<set $I_CL_16_D to $I_CL_17_D>>
<<set $I_CL_16_T to $I_CL_17_T>>
<<set $I_CL_Swap to 16>>
<<set $I_CL_Target to $I_CL_17_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_17 to $I_CL_TEMP>>
<<set $I_CL_17_D to $I_CL_D_TEMP>>
<<set $I_CL_17_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 17>>
<<set $I_CL_TEMP to $I_CL_17>>
<<set $I_CL_D_TEMP to $I_CL_17_D>>
<<set $I_CL_T_TEMP to $I_CL_17_T>>
<<set $I_CL_P to 18>>
<<set $I_CL_17 to $I_CL_18>>
<<set $I_CL_17_D to $I_CL_18_D>>
<<set $I_CL_17_T to $I_CL_18_T>>
<<set $I_CL_Swap to 17>>
<<set $I_CL_Target to $I_CL_18_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_18 to $I_CL_TEMP>>
<<set $I_CL_18_D to $I_CL_D_TEMP>>
<<set $I_CL_18_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 18>>
<<set $I_CL_TEMP to $I_CL_18>>
<<set $I_CL_D_TEMP to $I_CL_18_D>>
<<set $I_CL_T_TEMP to $I_CL_18_T>>
<<set $I_CL_P to 19>>
<<set $I_CL_18 to $I_CL_19>>
<<set $I_CL_18_D to $I_CL_19_D>>
<<set $I_CL_18_T to $I_CL_19_T>>
<<set $I_CL_Swap to 18>>
<<set $I_CL_Target to $I_CL_19_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_19 to $I_CL_TEMP>>
<<set $I_CL_19_D to $I_CL_D_TEMP>>
<<set $I_CL_19_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 19>>
<<set $I_CL_TEMP to $I_CL_19>>
<<set $I_CL_D_TEMP to $I_CL_19_D>>
<<set $I_CL_T_TEMP to $I_CL_19_T>>
<<set $I_CL_P to 20>>
<<set $I_CL_19 to $I_CL_20>>
<<set $I_CL_19_D to $I_CL_20_D>>
<<set $I_CL_19_T to $I_CL_20_T>>
<<set $I_CL_Swap to 19>>
<<set $I_CL_Target to $I_CL_20_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_20 to $I_CL_TEMP>>
<<set $I_CL_20_D to $I_CL_D_TEMP>>
<<set $I_CL_20_T to $I_CL_T_TEMP>>
<</if>>
<<if $I_CL_Move is 20>>
<<set $I_CL_TEMP to $I_CL_20>>
<<set $I_CL_D_TEMP to $I_CL_20_D>>
<<set $I_CL_T_TEMP to $I_CL_20_T>>
<<set $I_CL_P to 1>>
<<set $I_CL_20 to $I_CL_1>>
<<set $I_CL_20_D to $I_CL_1_D>>
<<set $I_CL_20_T to $I_CL_1_T>>
<<set $I_CL_Swap to 20>>
<<set $I_CL_Target to $I_CL_21_T>>
<<include "Inventory Clothing Swap">>
<<set $I_CL_1 to $I_CL_TEMP>>
<<set $I_CL_1_D to $I_CL_D_TEMP>>
<<set $I_CL_1_T to $I_CL_T_TEMP>>
<</if>>
<<set $I_CL_Move to $I_CL_Move + 1>>
<<if $I_CL_Move gte 21>>
<<set $I_CL_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $Inventory_cl_slots_filled to $Inventory_cl_slots_filled - 1>>
<<if $Clothing_Remove_Position is 1>>
<<set $I_CL_1 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 2>>
<<set $I_CL_2 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 3>>
<<set $I_CL_3 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 4>>
<<set $I_CL_4 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 5>>
<<set $I_CL_5 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 6>>
<<set $I_CL_6 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 7>>
<<set $I_CL_7 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 8>>
<<set $I_CL_8 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 9>>
<<set $I_CL_9 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 10>>
<<set $I_CL_10 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 11>>
<<set $I_CL_11 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 12>>
<<set $I_CL_12 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 13>>
<<set $I_CL_13 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 14>>
<<set $I_CL_14 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 15>>
<<set $I_CL_15 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 16>>
<<set $I_CL_16 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 17>>
<<set $I_CL_17 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 18>>
<<set $I_CL_18 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 19>>
<<set $I_CL_19 to "empty">>
<</if>>
<<if $Clothing_Remove_Position is 20>>
<<set $I_CL_20 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_AC_Move is 20>>
<<set $I_AC_TEMP to $I_AC_20>>
<<set $I_AC_D_TEMP to $I_AC_20_D>>
<<set $I_AC_T_TEMP to $I_AC_20_T>>
<<set $I_AC_P to 19>>
<<set $I_AC_20 to $I_AC_19>>
<<set $I_AC_20_D to $I_AC_19_D>>
<<set $I_AC_20_T to $I_AC_19_T>>
<<set $I_AC_Swap to 20>>
<<set $I_AC_Target to $I_AC_19_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_19 to $I_AC_TEMP>>
<<set $I_AC_19_D to $I_AC_D_TEMP>>
<<set $I_AC_19_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 19>>
<<set $I_AC_TEMP to $I_AC_19>>
<<set $I_AC_D_TEMP to $I_AC_19_D>>
<<set $I_AC_T_TEMP to $I_AC_19_T>>
<<set $I_AC_P to 18>>
<<set $I_AC_19 to $I_AC_18>>
<<set $I_AC_19_D to $I_AC_18_D>>
<<set $I_AC_19_T to $I_AC_18_T>>
<<set $I_AC_Swap to 19>>
<<set $I_AC_Target to $I_AC_18_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_18 to $I_AC_TEMP>>
<<set $I_AC_18_D to $I_AC_D_TEMP>>
<<set $I_AC_18_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 18>>
<<set $I_AC_TEMP to $I_AC_18>>
<<set $I_AC_D_TEMP to $I_AC_18_D>>
<<set $I_AC_T_TEMP to $I_AC_18_T>>
<<set $I_AC_P to 17>>
<<set $I_AC_18 to $I_AC_17>>
<<set $I_AC_18_D to $I_AC_17_D>>
<<set $I_AC_18_T to $I_AC_17_T>>
<<set $I_AC_Swap to 18>>
<<set $I_AC_Target to $I_AC_17_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_17 to $I_AC_TEMP>>
<<set $I_AC_17_D to $I_AC_D_TEMP>>
<<set $I_AC_17_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 17>>
<<set $I_AC_TEMP to $I_AC_17>>
<<set $I_AC_D_TEMP to $I_AC_17_D>>
<<set $I_AC_T_TEMP to $I_AC_17_T>>
<<set $I_AC_P to 16>>
<<set $I_AC_17 to $I_AC_16>>
<<set $I_AC_17_D to $I_AC_16_D>>
<<set $I_AC_17_T to $I_AC_16_T>>
<<set $I_AC_Swap to 17>>
<<set $I_AC_Target to $I_AC_16_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_16 to $I_AC_TEMP>>
<<set $I_AC_16_D to $I_AC_D_TEMP>>
<<set $I_AC_16_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 16>>
<<set $I_AC_TEMP to $I_AC_16>>
<<set $I_AC_D_TEMP to $I_AC_16_D>>
<<set $I_AC_T_TEMP to $I_AC_16_T>>
<<set $I_AC_P to 15>>
<<set $I_AC_16 to $I_AC_15>>
<<set $I_AC_16_D to $I_AC_15_D>>
<<set $I_AC_16_T to $I_AC_15_T>>
<<set $I_AC_Swap to 16>>
<<set $I_AC_Target to $I_AC_15_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_15 to $I_AC_TEMP>>
<<set $I_AC_15_D to $I_AC_D_TEMP>>
<<set $I_AC_15_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 15>>
<<set $I_AC_TEMP to $I_AC_15>>
<<set $I_AC_D_TEMP to $I_AC_15_D>>
<<set $I_AC_T_TEMP to $I_AC_15_T>>
<<set $I_AC_P to 14>>
<<set $I_AC_15 to $I_AC_14>>
<<set $I_AC_15_D to $I_AC_14_D>>
<<set $I_AC_15_T to $I_AC_14_T>>
<<set $I_AC_Swap to 15>>
<<set $I_AC_Target to $I_AC_14_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_14 to $I_AC_TEMP>>
<<set $I_AC_14_D to $I_AC_D_TEMP>>
<<set $I_AC_14_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 14>>
<<set $I_AC_TEMP to $I_AC_14>>
<<set $I_AC_D_TEMP to $I_AC_14_D>>
<<set $I_AC_T_TEMP to $I_AC_14_T>>
<<set $I_AC_P to 13>>
<<set $I_AC_14 to $I_AC_13>>
<<set $I_AC_14_D to $I_AC_13_D>>
<<set $I_AC_14_T to $I_AC_13_T>>
<<set $I_AC_Swap to 14>>
<<set $I_AC_Target to $I_AC_13_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_13 to $I_AC_TEMP>>
<<set $I_AC_13_D to $I_AC_D_TEMP>>
<<set $I_AC_13_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 13>>
<<set $I_AC_TEMP to $I_AC_13>>
<<set $I_AC_D_TEMP to $I_AC_13_D>>
<<set $I_AC_T_TEMP to $I_AC_13_T>>
<<set $I_AC_P to 12>>
<<set $I_AC_13 to $I_AC_12>>
<<set $I_AC_13_D to $I_AC_12_D>>
<<set $I_AC_13_T to $I_AC_12_T>>
<<set $I_AC_Swap to 13>>
<<set $I_AC_Target to $I_AC_12_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_12 to $I_AC_TEMP>>
<<set $I_AC_12_D to $I_AC_D_TEMP>>
<<set $I_AC_12_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 12>>
<<set $I_AC_TEMP to $I_AC_12>>
<<set $I_AC_D_TEMP to $I_AC_12_D>>
<<set $I_AC_T_TEMP to $I_AC_12_T>>
<<set $I_AC_P to 11>>
<<set $I_AC_12 to $I_AC_11>>
<<set $I_AC_12_D to $I_AC_11_D>>
<<set $I_AC_12_T to $I_AC_11_T>>
<<set $I_AC_Swap to 12>>
<<set $I_AC_Target to $I_AC_11_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_11 to $I_AC_TEMP>>
<<set $I_AC_11_D to $I_AC_D_TEMP>>
<<set $I_AC_11_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 11>>
<<set $I_AC_TEMP to $I_AC_11>>
<<set $I_AC_D_TEMP to $I_AC_11_D>>
<<set $I_AC_T_TEMP to $I_AC_11_T>>
<<set $I_AC_P to 10>>
<<set $I_AC_11 to $I_AC_10>>
<<set $I_AC_11_D to $I_AC_10_D>>
<<set $I_AC_11_T to $I_AC_10_T>>
<<set $I_AC_Swap to 11>>
<<set $I_AC_Target to $I_AC_10_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_10 to $I_AC_TEMP>>
<<set $I_AC_10_D to $I_AC_D_TEMP>>
<<set $I_AC_10_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 10>>
<<set $I_AC_TEMP to $I_AC_10>>
<<set $I_AC_D_TEMP to $I_AC_10_D>>
<<set $I_AC_T_TEMP to $I_AC_10_T>>
<<set $I_AC_P to 9>>
<<set $I_AC_10 to $I_AC_9>>
<<set $I_AC_10_D to $I_AC_9_D>>
<<set $I_AC_10_T to $I_AC_9_T>>
<<set $I_AC_Swap to 10>>
<<set $I_AC_Target to $I_AC_9_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_9 to $I_AC_TEMP>>
<<set $I_AC_9_D to $I_AC_D_TEMP>>
<<set $I_AC_9_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 9>>
<<set $I_AC_TEMP to $I_AC_9>>
<<set $I_AC_D_TEMP to $I_AC_9_D>>
<<set $I_AC_T_TEMP to $I_AC_9_T>>
<<set $I_AC_P to 8>>
<<set $I_AC_9 to $I_AC_8>>
<<set $I_AC_9_D to $I_AC_8_D>>
<<set $I_AC_9_T to $I_AC_8_T>>
<<set $I_AC_Swap to 9>>
<<set $I_AC_Target to $I_AC_8_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_8 to $I_AC_TEMP>>
<<set $I_AC_8_D to $I_AC_D_TEMP>>
<<set $I_AC_8_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 8>>
<<set $I_AC_TEMP to $I_AC_8>>
<<set $I_AC_D_TEMP to $I_AC_8_D>>
<<set $I_AC_T_TEMP to $I_AC_8_T>>
<<set $I_AC_P to 7>>
<<set $I_AC_8 to $I_AC_7>>
<<set $I_AC_8_D to $I_AC_7_D>>
<<set $I_AC_8_T to $I_AC_7_T>>
<<set $I_AC_Swap to 8>>
<<set $I_AC_Target to $I_AC_7_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_7 to $I_AC_TEMP>>
<<set $I_AC_7_D to $I_AC_D_TEMP>>
<<set $I_AC_7_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 7>>
<<set $I_AC_TEMP to $I_AC_7>>
<<set $I_AC_D_TEMP to $I_AC_7_D>>
<<set $I_AC_T_TEMP to $I_AC_7_T>>
<<set $I_AC_P to 6>>
<<set $I_AC_7 to $I_AC_6>>
<<set $I_AC_7_D to $I_AC_6_D>>
<<set $I_AC_7_T to $I_AC_6_T>>
<<set $I_AC_Swap to 7>>
<<set $I_AC_Target to $I_AC_6_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_6 to $I_AC_TEMP>>
<<set $I_AC_6_D to $I_AC_D_TEMP>>
<<set $I_AC_6_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 6>>
<<set $I_AC_TEMP to $I_AC_6>>
<<set $I_AC_D_TEMP to $I_AC_6_D>>
<<set $I_AC_T_TEMP to $I_AC_6_T>>
<<set $I_AC_P to 5>>
<<set $I_AC_6 to $I_AC_5>>
<<set $I_AC_6_D to $I_AC_5_D>>
<<set $I_AC_6_T to $I_AC_5_T>>
<<set $I_AC_Swap to 6>>
<<set $I_AC_Target to $I_AC_5_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_5 to $I_AC_TEMP>>
<<set $I_AC_5_D to $I_AC_D_TEMP>>
<<set $I_AC_5_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 5>>
<<set $I_AC_TEMP to $I_AC_5>>
<<set $I_AC_D_TEMP to $I_AC_5_D>>
<<set $I_AC_T_TEMP to $I_AC_5_T>>
<<set $I_AC_P to 4>>
<<set $I_AC_5 to $I_AC_4>>
<<set $I_AC_5_D to $I_AC_4_D>>
<<set $I_AC_5_T to $I_AC_4_T>>
<<set $I_AC_Swap to 5>>
<<set $I_AC_Target to $I_AC_4_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_4 to $I_AC_TEMP>>
<<set $I_AC_4_D to $I_AC_D_TEMP>>
<<set $I_AC_4_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 4>>
<<set $I_AC_TEMP to $I_AC_4>>
<<set $I_AC_D_TEMP to $I_AC_4_D>>
<<set $I_AC_T_TEMP to $I_AC_4_T>>
<<set $I_AC_P to 3>>
<<set $I_AC_4 to $I_AC_3>>
<<set $I_AC_4_D to $I_AC_3_D>>
<<set $I_AC_4_T to $I_AC_3_T>>
<<set $I_AC_Swap to 4>>
<<set $I_AC_Target to $I_AC_3_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_3 to $I_AC_TEMP>>
<<set $I_AC_3_D to $I_AC_D_TEMP>>
<<set $I_AC_3_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 3>>
<<set $I_AC_TEMP to $I_AC_3>>
<<set $I_AC_D_TEMP to $I_AC_3_D>>
<<set $I_AC_T_TEMP to $I_AC_3_T>>
<<set $I_AC_P to 2>>
<<set $I_AC_3 to $I_AC_2>>
<<set $I_AC_3_D to $I_AC_2_D>>
<<set $I_AC_3_T to $I_AC_2_T>>
<<set $I_AC_Swap to 3>>
<<set $I_AC_Target to $I_AC_2_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_2 to $I_AC_TEMP>>
<<set $I_AC_2_D to $I_AC_D_TEMP>>
<<set $I_AC_2_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 2>>
<<set $I_AC_TEMP to $I_AC_2>>
<<set $I_AC_D_TEMP to $I_AC_2_D>>
<<set $I_AC_T_TEMP to $I_AC_2_T>>
<<set $I_AC_P to 1>>
<<set $I_AC_2 to $I_AC_1>>
<<set $I_AC_2_D to $I_AC_1_D>>
<<set $I_AC_2_T to $I_AC_1_T>>
<<set $I_AC_Swap to 2>>
<<set $I_AC_Target to $I_AC_1_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_1 to $I_AC_TEMP>>
<<set $I_AC_1_D to $I_AC_D_TEMP>>
<<set $I_AC_1_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 1>>
<<set $I_AC_TEMP to $I_AC_1>>
<<set $I_AC_D_TEMP to $I_AC_1_D>>
<<set $I_AC_T_TEMP to $I_AC_1_T>>
<<set $I_AC_P to 30>>
<<set $I_AC_1 to $I_AC_20>>
<<set $I_AC_1_D to $I_AC_20_D>>
<<set $I_AC_1_T to $I_AC_20_T>>
<<set $I_AC_Swap to 1>>
<<set $I_AC_Target to $I_AC_20_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_20 to $I_AC_TEMP>>
<<set $I_AC_20_D to $I_AC_D_TEMP>>
<<set $I_AC_20_T to $I_AC_T_TEMP>>
<</if>>
<<set $I_AC_Move to $I_AC_Move - 1>>
<<if $I_AC_Move lte 0>>
<<set $I_AC_Move to 20>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Inventory_ac_slots_filled gte 20>>
<<set $Inventory_ac_full to 1>>
<<else>>
<<set $Inventory_ac_full to 0>>
<<set $Inventory_ac_slots_filled to $Inventory_ac_slots_filled + 1>>
<</if>>
<<if $I_AC_1 is "empty">>
<<set $I_AC_1 to $I_AC_Temp>>
<<set $I_AC_1_D to $I_AC_D_Temp>>
<<set $I_AC_1_T to $I_AC_T_Temp>>
<<set $I_AC_P to 1>>
<<elseif $I_AC_2 is "empty">>
<<set $I_AC_2 to $I_AC_Temp>>
<<set $I_AC_2_D to $I_AC_D_Temp>>
<<set $I_AC_2_T to $I_AC_T_Temp>>
<<set $I_AC_P to 2>>
<<elseif $I_AC_3 is "empty">>
<<set $I_AC_3 to $I_AC_Temp>>
<<set $I_AC_3_D to $I_AC_D_Temp>>
<<set $I_AC_3_T to $I_AC_T_Temp>>
<<set $I_AC_P to 3>>
<<elseif $I_AC_4 is "empty">>
<<set $I_AC_4 to $I_AC_Temp>>
<<set $I_AC_4_D to $I_AC_D_Temp>>
<<set $I_AC_4_T to $I_AC_T_Temp>>
<<set $I_AC_P to 4>>
<<elseif $I_AC_5 is "empty">>
<<set $I_AC_5 to $I_AC_Temp>>
<<set $I_AC_5_D to $I_AC_D_Temp>>
<<set $I_AC_5_T to $I_AC_T_Temp>>
<<set $I_AC_P to 5>>
<<elseif $I_AC_6 is "empty">>
<<set $I_AC_6 to $I_AC_Temp>>
<<set $I_AC_6_D to $I_AC_D_Temp>>
<<set $I_AC_6_T to $I_AC_T_Temp>>
<<set $I_AC_P to 6>>
<<elseif $I_AC_7 is "empty">>
<<set $I_AC_7 to $I_AC_Temp>>
<<set $I_AC_7_D to $I_AC_D_Temp>>
<<set $I_AC_7_T to $I_AC_T_Temp>>
<<set $I_AC_P to 7>>
<<elseif $I_AC_8 is "empty">>
<<set $I_AC_8 to $I_AC_Temp>>
<<set $I_AC_8_D to $I_AC_D_Temp>>
<<set $I_AC_8_T to $I_AC_T_Temp>>
<<set $I_AC_P to 8>>
<<elseif $I_AC_9 is "empty">>
<<set $I_AC_9 to $I_AC_Temp>>
<<set $I_AC_9_D to $I_AC_D_Temp>>
<<set $I_AC_9_T to $I_AC_T_Temp>>
<<set $I_AC_P to 9>>
<<elseif $I_AC_10 is "empty">>
<<set $I_AC_10 to $I_AC_Temp>>
<<set $I_AC_10_D to $I_AC_D_Temp>>
<<set $I_AC_10_T to $I_AC_T_Temp>>
<<set $I_AC_P to 10>>
<<elseif $I_AC_11 is "empty">>
<<set $I_AC_11 to $I_AC_Temp>>
<<set $I_AC_11_D to $I_AC_D_Temp>>
<<set $I_AC_11_T to $I_AC_T_Temp>>
<<set $I_AC_P to 11>>
<<elseif $I_AC_12 is "empty">>
<<set $I_AC_12 to $I_AC_Temp>>
<<set $I_AC_12_D to $I_AC_D_Temp>>
<<set $I_AC_12_T to $I_AC_T_Temp>>
<<set $I_AC_P to 12>>
<<elseif $I_AC_13 is "empty">>
<<set $I_AC_13 to $I_AC_Temp>>
<<set $I_AC_13_D to $I_AC_D_Temp>>
<<set $I_AC_13_T to $I_AC_T_Temp>>
<<set $I_AC_P to 13>>
<<elseif $I_AC_14 is "empty">>
<<set $I_AC_14 to $I_AC_Temp>>
<<set $I_AC_14_D to $I_AC_D_Temp>>
<<set $I_AC_14_T to $I_AC_T_Temp>>
<<set $I_AC_P to 14>>
<<elseif $I_AC_15 is "empty">>
<<set $I_AC_15 to $I_AC_Temp>>
<<set $I_AC_15_D to $I_AC_D_Temp>>
<<set $I_AC_15_T to $I_AC_T_Temp>>
<<set $I_AC_P to 15>>
<<elseif $I_AC_16 is "empty">>
<<set $I_AC_16 to $I_AC_Temp>>
<<set $I_AC_16_D to $I_AC_D_Temp>>
<<set $I_AC_16_T to $I_AC_T_Temp>>
<<set $I_AC_P to 16>>
<<elseif $I_AC_17 is "empty">>
<<set $I_AC_17 to $I_AC_Temp>>
<<set $I_AC_17_D to $I_AC_D_Temp>>
<<set $I_AC_17_T to $I_AC_T_Temp>>
<<set $I_AC_P to 17>>
<<elseif $I_AC_18 is "empty">>
<<set $I_AC_18 to $I_AC_Temp>>
<<set $I_AC_18_D to $I_AC_D_Temp>>
<<set $I_AC_18_T to $I_AC_T_Temp>>
<<set $I_AC_P to 18>>
<<elseif $I_AC_19 is "empty">>
<<set $I_AC_19 to $I_AC_Temp>>
<<set $I_AC_19_D to $I_AC_D_Temp>>
<<set $I_AC_19_T to $I_AC_T_Temp>>
<<set $I_AC_P to 19>>
<<elseif $I_AC_20 is "empty">>
<<set $I_AC_20 to $I_AC_Temp>>
<<set $I_AC_20_D to $I_AC_D_Temp>>
<<set $I_AC_20_T to $I_AC_T_Temp>>
<<set $I_AC_P to 20>>
<</if>>
<<set $inventory_pane to "accessories">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_AC_Move is 1>>
<<set $I_AC_TEMP to $I_AC_1>>
<<set $I_AC_D_TEMP to $I_AC_1_D>>
<<set $I_AC_T_TEMP to $I_AC_1_T>>
<<set $I_AC_P to 2>>
<<set $I_AC_1 to $I_AC_2>>
<<set $I_AC_1_D to $I_AC_2_D>>
<<set $I_AC_1_T to $I_AC_2_T>>
<<set $I_AC_Swap to 1>>
<<set $I_AC_Target to $I_AC_2_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_2 to $I_AC_TEMP>>
<<set $I_AC_2_D to $I_AC_D_TEMP>>
<<set $I_AC_2_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 2>>
<<set $I_AC_TEMP to $I_AC_2>>
<<set $I_AC_D_TEMP to $I_AC_2_D>>
<<set $I_AC_T_TEMP to $I_AC_2_T>>
<<set $I_AC_P to 3>>
<<set $I_AC_2 to $I_AC_3>>
<<set $I_AC_2_D to $I_AC_3_D>>
<<set $I_AC_2_T to $I_AC_3_T>>
<<set $I_AC_Swap to 2>>
<<set $I_AC_Target to $I_AC_3_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_3 to $I_AC_TEMP>>
<<set $I_AC_3_D to $I_AC_D_TEMP>>
<<set $I_AC_3_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 3>>
<<set $I_AC_TEMP to $I_AC_3>>
<<set $I_AC_D_TEMP to $I_AC_3_D>>
<<set $I_AC_T_TEMP to $I_AC_3_T>>
<<set $I_AC_P to 4>>
<<set $I_AC_3 to $I_AC_4>>
<<set $I_AC_3_D to $I_AC_4_D>>
<<set $I_AC_3_T to $I_AC_4_T>>
<<set $I_AC_Swap to 3>>
<<set $I_AC_Target to $I_AC_4_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_4 to $I_AC_TEMP>>
<<set $I_AC_4_D to $I_AC_D_TEMP>>
<<set $I_AC_4_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 4>>
<<set $I_AC_TEMP to $I_AC_4>>
<<set $I_AC_D_TEMP to $I_AC_4_D>>
<<set $I_AC_T_TEMP to $I_AC_4_T>>
<<set $I_AC_P to 5>>
<<set $I_AC_4 to $I_AC_5>>
<<set $I_AC_4_D to $I_AC_5_D>>
<<set $I_AC_4_T to $I_AC_5_T>>
<<set $I_AC_Swap to 4>>
<<set $I_AC_Target to $I_AC_5_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_5 to $I_AC_TEMP>>
<<set $I_AC_5_D to $I_AC_D_TEMP>>
<<set $I_AC_5_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 5>>
<<set $I_AC_TEMP to $I_AC_5>>
<<set $I_AC_D_TEMP to $I_AC_5_D>>
<<set $I_AC_T_TEMP to $I_AC_5_T>>
<<set $I_AC_P to 6>>
<<set $I_AC_5 to $I_AC_6>>
<<set $I_AC_5_D to $I_AC_6_D>>
<<set $I_AC_5_T to $I_AC_6_T>>
<<set $I_AC_Swap to 5>>
<<set $I_AC_Target to $I_AC_6_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_6 to $I_AC_TEMP>>
<<set $I_AC_6_D to $I_AC_D_TEMP>>
<<set $I_AC_6_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 6>>
<<set $I_AC_TEMP to $I_AC_6>>
<<set $I_AC_D_TEMP to $I_AC_6_D>>
<<set $I_AC_T_TEMP to $I_AC_6_T>>
<<set $I_AC_P to 7>>
<<set $I_AC_6 to $I_AC_7>>
<<set $I_AC_6_D to $I_AC_7_D>>
<<set $I_AC_6_T to $I_AC_7_T>>
<<set $I_AC_Swap to 6>>
<<set $I_AC_Target to $I_AC_7_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_7 to $I_AC_TEMP>>
<<set $I_AC_7_D to $I_AC_D_TEMP>>
<<set $I_AC_7_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 7>>
<<set $I_AC_TEMP to $I_AC_7>>
<<set $I_AC_D_TEMP to $I_AC_7_D>>
<<set $I_AC_T_TEMP to $I_AC_7_T>>
<<set $I_AC_P to 8>>
<<set $I_AC_7 to $I_AC_8>>
<<set $I_AC_7_D to $I_AC_8_D>>
<<set $I_AC_7_T to $I_AC_8_T>>
<<set $I_AC_Swap to 7>>
<<set $I_AC_Target to $I_AC_8_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_8 to $I_AC_TEMP>>
<<set $I_AC_8_D to $I_AC_D_TEMP>>
<<set $I_AC_8_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 8>>
<<set $I_AC_TEMP to $I_AC_8>>
<<set $I_AC_D_TEMP to $I_AC_8_D>>
<<set $I_AC_T_TEMP to $I_AC_8_T>>
<<set $I_AC_P to 9>>
<<set $I_AC_8 to $I_AC_9>>
<<set $I_AC_8_D to $I_AC_9_D>>
<<set $I_AC_8_T to $I_AC_9_T>>
<<set $I_AC_Swap to 8>>
<<set $I_AC_Target to $I_AC_9_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_9 to $I_AC_TEMP>>
<<set $I_AC_9_D to $I_AC_D_TEMP>>
<<set $I_AC_9_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 9>>
<<set $I_AC_TEMP to $I_AC_9>>
<<set $I_AC_D_TEMP to $I_AC_9_D>>
<<set $I_AC_T_TEMP to $I_AC_9_T>>
<<set $I_AC_P to 10>>
<<set $I_AC_9 to $I_AC_10>>
<<set $I_AC_9_D to $I_AC_10_D>>
<<set $I_AC_9_T to $I_AC_10_T>>
<<set $I_AC_Swap to 9>>
<<set $I_AC_Target to $I_AC_10_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_10 to $I_AC_TEMP>>
<<set $I_AC_10_D to $I_AC_D_TEMP>>
<<set $I_AC_10_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 10>>
<<set $I_AC_TEMP to $I_AC_10>>
<<set $I_AC_D_TEMP to $I_AC_10_D>>
<<set $I_AC_T_TEMP to $I_AC_10_T>>
<<set $I_AC_P to 11>>
<<set $I_AC_10 to $I_AC_11>>
<<set $I_AC_10_D to $I_AC_11_D>>
<<set $I_AC_10_T to $I_AC_11_T>>
<<set $I_AC_Swap to 10>>
<<set $I_AC_Target to $I_AC_11_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_11 to $I_AC_TEMP>>
<<set $I_AC_11_D to $I_AC_D_TEMP>>
<<set $I_AC_11_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 11>>
<<set $I_AC_TEMP to $I_AC_11>>
<<set $I_AC_D_TEMP to $I_AC_11_D>>
<<set $I_AC_T_TEMP to $I_AC_11_T>>
<<set $I_AC_P to 12>>
<<set $I_AC_11 to $I_AC_12>>
<<set $I_AC_11_D to $I_AC_12_D>>
<<set $I_AC_11_T to $I_AC_12_T>>
<<set $I_AC_Swap to 11>>
<<set $I_AC_Target to $I_AC_12_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_12 to $I_AC_TEMP>>
<<set $I_AC_12_D to $I_AC_D_TEMP>>
<<set $I_AC_12_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 12>>
<<set $I_AC_TEMP to $I_AC_12>>
<<set $I_AC_D_TEMP to $I_AC_12_D>>
<<set $I_AC_T_TEMP to $I_AC_12_T>>
<<set $I_AC_P to 13>>
<<set $I_AC_12 to $I_AC_13>>
<<set $I_AC_12_D to $I_AC_13_D>>
<<set $I_AC_12_T to $I_AC_13_T>>
<<set $I_AC_Swap to 12>>
<<set $I_AC_Target to $I_AC_13_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_13 to $I_AC_TEMP>>
<<set $I_AC_13_D to $I_AC_D_TEMP>>
<<set $I_AC_13_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 13>>
<<set $I_AC_TEMP to $I_AC_13>>
<<set $I_AC_D_TEMP to $I_AC_13_D>>
<<set $I_AC_T_TEMP to $I_AC_13_T>>
<<set $I_AC_P to 14>>
<<set $I_AC_13 to $I_AC_14>>
<<set $I_AC_13_D to $I_AC_14_D>>
<<set $I_AC_13_T to $I_AC_14_T>>
<<set $I_AC_Swap to 13>>
<<set $I_AC_Target to $I_AC_14_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_14 to $I_AC_TEMP>>
<<set $I_AC_14_D to $I_AC_D_TEMP>>
<<set $I_AC_14_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 14>>
<<set $I_AC_TEMP to $I_AC_14>>
<<set $I_AC_D_TEMP to $I_AC_14_D>>
<<set $I_AC_T_TEMP to $I_AC_14_T>>
<<set $I_AC_P to 15>>
<<set $I_AC_14 to $I_AC_15>>
<<set $I_AC_14_D to $I_AC_15_D>>
<<set $I_AC_14_T to $I_AC_15_T>>
<<set $I_AC_Swap to 14>>
<<set $I_AC_Target to $I_AC_15_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_15 to $I_AC_TEMP>>
<<set $I_AC_15_D to $I_AC_D_TEMP>>
<<set $I_AC_15_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 15>>
<<set $I_AC_TEMP to $I_AC_15>>
<<set $I_AC_D_TEMP to $I_AC_15_D>>
<<set $I_AC_T_TEMP to $I_AC_15_T>>
<<set $I_AC_P to 16>>
<<set $I_AC_15 to $I_AC_16>>
<<set $I_AC_15_D to $I_AC_16_D>>
<<set $I_AC_15_T to $I_AC_16_T>>
<<set $I_AC_Swap to 15>>
<<set $I_AC_Target to $I_AC_16_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_16 to $I_AC_TEMP>>
<<set $I_AC_16_D to $I_AC_D_TEMP>>
<<set $I_AC_16_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 16>>
<<set $I_AC_TEMP to $I_AC_16>>
<<set $I_AC_D_TEMP to $I_AC_16_D>>
<<set $I_AC_T_TEMP to $I_AC_16_T>>
<<set $I_AC_P to 17>>
<<set $I_AC_16 to $I_AC_17>>
<<set $I_AC_16_D to $I_AC_17_D>>
<<set $I_AC_16_T to $I_AC_17_T>>
<<set $I_AC_Swap to 16>>
<<set $I_AC_Target to $I_AC_17_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_17 to $I_AC_TEMP>>
<<set $I_AC_17_D to $I_AC_D_TEMP>>
<<set $I_AC_17_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 17>>
<<set $I_AC_TEMP to $I_AC_17>>
<<set $I_AC_D_TEMP to $I_AC_17_D>>
<<set $I_AC_T_TEMP to $I_AC_17_T>>
<<set $I_AC_P to 18>>
<<set $I_AC_17 to $I_AC_18>>
<<set $I_AC_17_D to $I_AC_18_D>>
<<set $I_AC_17_T to $I_AC_18_T>>
<<set $I_AC_Swap to 17>>
<<set $I_AC_Target to $I_AC_18_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_18 to $I_AC_TEMP>>
<<set $I_AC_18_D to $I_AC_D_TEMP>>
<<set $I_AC_18_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 18>>
<<set $I_AC_TEMP to $I_AC_18>>
<<set $I_AC_D_TEMP to $I_AC_18_D>>
<<set $I_AC_T_TEMP to $I_AC_18_T>>
<<set $I_AC_P to 19>>
<<set $I_AC_18 to $I_AC_19>>
<<set $I_AC_18_D to $I_AC_19_D>>
<<set $I_AC_18_T to $I_AC_19_T>>
<<set $I_AC_Swap to 18>>
<<set $I_AC_Target to $I_AC_19_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_19 to $I_AC_TEMP>>
<<set $I_AC_19_D to $I_AC_D_TEMP>>
<<set $I_AC_19_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 19>>
<<set $I_AC_TEMP to $I_AC_19>>
<<set $I_AC_D_TEMP to $I_AC_19_D>>
<<set $I_AC_T_TEMP to $I_AC_19_T>>
<<set $I_AC_P to 20>>
<<set $I_AC_19 to $I_AC_20>>
<<set $I_AC_19_D to $I_AC_20_D>>
<<set $I_AC_19_T to $I_AC_20_T>>
<<set $I_AC_Swap to 19>>
<<set $I_AC_Target to $I_AC_20_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_20 to $I_AC_TEMP>>
<<set $I_AC_20_D to $I_AC_D_TEMP>>
<<set $I_AC_20_T to $I_AC_T_TEMP>>
<</if>>
<<if $I_AC_Move is 20>>
<<set $I_AC_TEMP to $I_AC_20>>
<<set $I_AC_D_TEMP to $I_AC_20_D>>
<<set $I_AC_T_TEMP to $I_AC_20_T>>
<<set $I_AC_P to 1>>
<<set $I_AC_20 to $I_AC_1>>
<<set $I_AC_20_D to $I_AC_1_D>>
<<set $I_AC_20_T to $I_AC_1_T>>
<<set $I_AC_Swap to 20>>
<<set $I_AC_Target to $I_AC_21_T>>
<<include "Inventory Accessory Swap">>
<<set $I_AC_1 to $I_AC_TEMP>>
<<set $I_AC_1_D to $I_AC_D_TEMP>>
<<set $I_AC_1_T to $I_AC_T_TEMP>>
<</if>>
<<set $I_AC_Move to $I_AC_Move + 1>>
<<if $I_AC_Move gte 21>>
<<set $I_AC_Move to 1>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $I_AC_Target is "Keyblade">>
<<set $accessorygoeshere_Position to $I_AC_Swap>>
<</if>>
<<if $I_AC_Target is "Breaching Jacket">>
<<set $Breaching_Jacket to $I_AC_Swap>>
<</if>>
<<if $I_AC_Target is "Gas Mask">>
<<set $Gas_Mask_Position to $I_AC_Swap>>
<</if>>
<<if $I_AC_Target is "TALE Device">>
<<set $TALE_Device_Position to $I_AC_Swap>>
<</if>>
<<if $I_AC_Target is "Fang Necklace">>
<<set $Fang_Necklace_Position to $I_AC_Swap>>
<</if>>
<<if $I_AC_Target is "Obsidian Ring">>
<<set $Obsidian_Ring_Position to $I_AC_Swap>>
<</if>>
<</nobr>><<nobr>>
<<set $Inventory_ac_slots_filled to $Inventory_ac_slots_filled - 1>>
<<if $Accessory_Remove_Position is 1>>
<<set $I_AC_1 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 2>>
<<set $I_AC_2 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 3>>
<<set $I_AC_3 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 4>>
<<set $I_AC_4 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 5>>
<<set $I_AC_5 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 6>>
<<set $I_AC_6 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 7>>
<<set $I_AC_7 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 8>>
<<set $I_AC_8 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 9>>
<<set $I_AC_9 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 10>>
<<set $I_AC_10 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 11>>
<<set $I_AC_11 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 12>>
<<set $I_AC_12 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 13>>
<<set $I_AC_13 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 14>>
<<set $I_AC_14 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 15>>
<<set $I_AC_15 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 16>>
<<set $I_AC_16 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 17>>
<<set $I_AC_17 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 18>>
<<set $I_AC_18 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 19>>
<<set $I_AC_19 to "empty">>
<</if>>
<<if $Accessory_Remove_Position is 20>>
<<set $I_AC_20 to "empty">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Player_crafting_bits gte 100>>
<<set $Player_crafting_bits to 99>>
<</if>>
<<if $Player_crafting_tek gte 100>>
<<set $Player_crafting_tek to 99>>
<</if>>
<<if $Player_crafting_herbs gte 100>>
<<set $Player_crafting_herbs to 99>>
<</if>>
<<if $Player_crafting_chems gte 100>>
<<set $Player_crafting_chems to 99>>
<</if>>
<<if $Player_crafting_bio gte 100>>
<<set $Player_crafting_bio to 99>>
<</if>>
<<if $Player_crafting_meds gte 100>>
<<set $Player_crafting_meds to 99>>
<</if>>
<<if $Player_crafting_mats gte 100>>
<<set $Player_crafting_mats to 99>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>>[img[$Smart_Bandage_Icon]]<<nobr>>
<br>Smart Bandage | $C_Smart_Bandage in possession
<br><br>
<b>Type:</b> Healing. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A single-use, slate-toned flexible strip with a peelable backing on one side and a small, disposable CPU glowing a striking magenta upon the other side. The Smart Bandage is a universal first-aid solution, used universally! Simply remove the protective backing and apply it to the damaged area, and the onboard nanomachines will identify the surface and get to work. Flesh, cybernetics, it does it all - mimicking materials both organic and inorganic to seal wounds and repair damage like new!
<br><br>
<i>By using a Smart Bandage, you agree to the terms of conditions as laid out by the Sera-Sera Corporation and absolve them of responsibility in the 1/100000000 likelihood of a 'Grey Goo' scenario.</i>
<br><br>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div>
<div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
$Player_alias grumbles with a furrowed brow as $she fiddles with the peelable backing of the hi-tech bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skin tone.
<br><br>
Within seconds it's disappeared, fully fused with $her body, restoring <<= $Player_Heal>> HP!
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - 1>>
<<if $C_Smart_Bandage lte 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Smart Bandage]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - 1>>
<<if $C_Smart_Bandage lte 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Smart_Bandage_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Smart_Bandage_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Smart_Bandage_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Smart_Bandage_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Smart Bandage">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Smart Bandages">>
<</if>>
<<set $Consumable_Remove to "Smart Bandage">>
<<set $Consumable_Remove_Position to $Smart_Bandage_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - $Shop_Stack>>
<<if $C_Smart_Bandage is 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Smart_Bandage>>
<<include "Stacking Selection">>
</div>
<</nobr>>[img[$Icon_Inventory_Left_Arrow_Inactive]] Crafting Tab [img[$Icon_Inventory_Right_Arrow_Inactive]]
<b>@@#tooltip;@@</b>
<<nobr>><<if $Player_crafting_bio is 0>><<mouseover>><<link [img[$Cr_Bio_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bio: $Player_crafting_bio<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Bio]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bio: $Player_crafting_bio<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingBio">$Player_crafting_bio</div><<if $Player_crafting_bits is 0>><<mouseover>><<link [img[$Cr_Bits_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bits: $Player_crafting_bits<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Bits]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bits: $Player_crafting_bits<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingBits">$Player_crafting_bits</div><<if $Player_crafting_chems is 0>><<mouseover>><<link [img[$Cr_Chems_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Chems: $Player_crafting_chems<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Chems]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Chems: $Player_crafting_chems<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingChems">$Player_crafting_chems</div><<if $Player_crafting_herbs is 0>><<mouseover>><<link [img[$Cr_Herbs_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Herbs: $Player_crafting_herbs<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Herbs]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Herbs: $Player_crafting_herbs<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingHerbs">$Player_crafting_herbs</div>
<div class="Crafting2Div">
<<if $Player_crafting_mats is 0>><<mouseover>><<link [img[$Cr_Mats_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Mats: $Player_crafting_mats<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Mats]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Mats: $Player_crafting_mats<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingMats">$Player_crafting_mats</div><<if $Player_crafting_meds is 0>><<mouseover>><<link [img[$Cr_Meds_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Meds: $Player_crafting_meds<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Meds]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Meds: $Player_crafting_meds<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingMeds">$Player_crafting_meds</div><<if $Player_crafting_tek is 0>><<mouseover>><<link [img[$Cr_Tek_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Tek: $Player_crafting_tek<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Tek]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Tek: $Player_crafting_tek<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingTek">$Player_crafting_tek</div></div><</nobr>><<if $Consumable_Update_Position is 0>>
<<include "Pickup Consumable">>
<</if>>
<<if $Consumable_Update_Position is 1>>
<<if $I_C_1_S is 0>>
<<set $I_C_1_S to $I_C_1_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_1_S to $I_C_1_S + 1>>
<<set $Consumable_Update_Stack to $I_C_1_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 2>>
<<if $I_C_2_S is 0>>
<<set $I_C_2_S to $I_C_2_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_2_S to $I_C_2_S + 1>>
<<set $Consumable_Update_Stack to $I_C_2_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 3>>
<<if $I_C_3_S is 0>>
<<set $I_C_3_S to $I_C_3_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_3_S to $I_C_3_S + 1>>
<<set $Consumable_Update_Stack to $I_C_3_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 4>>
<<if $I_C_4_S is 0>>
<<set $I_C_4_S to $I_C_4_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_4_S to $I_C_4_S + 1>>
<<set $Consumable_Update_Stack to $I_C_4_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 5>>
<<if $I_C_5_S is 0>>
<<set $I_C_5_S to $I_C_5_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_5_S to $I_C_5_S + 1>>
<<set $Consumable_Update_Stack to $I_C_5_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 6>>
<<if $I_C_6_S is 0>>
<<set $I_C_6_S to $I_C_6_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_6_S to $I_C_6_S + 1>>
<<set $Consumable_Update_Stack to $I_C_6_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 7>>
<<if $I_C_7_S is 0>>
<<set $I_C_7_S to $I_C_7_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_7_S to $I_C_7_S + 1>>
<<set $Consumable_Update_Stack to $I_C_7_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 8>>
<<if $I_C_8_S is 0>>
<<set $I_C_8_S to $I_C_8_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_8_S to $I_C_8_S + 1>>
<<set $Consumable_Update_Stack to $I_C_8_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 9>>
<<if $I_C_9_S is 0>>
<<set $I_C_9_S to $I_C_9_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_9_S to $I_C_9_S + 1>>
<<set $Consumable_Update_Stack to $I_C_9_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 10>>
<<if $I_C_10_S is 0>>
<<set $I_C_10_S to $I_C_10_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_10_S to $I_C_10_S + 1>>
<<set $Consumable_Update_Stack to $I_C_10_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 11>>
<<if $I_C_11_S is 0>>
<<set $I_C_11_S to $I_C_11_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_11_S to $I_C_11_S + 1>>
<<set $Consumable_Update_Stack to $I_C_11_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 12>>
<<if $I_C_12_S is 0>>
<<set $I_C_12_S to $I_C_12_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_12_S to $I_C_12_S + 1>>
<<set $Consumable_Update_Stack to $I_C_12_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 13>>
<<if $I_C_13_S is 0>>
<<set $I_C_13_S to $I_C_13_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_13_S to $I_C_13_S + 1>>
<<set $Consumable_Update_Stack to $I_C_13_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 14>>
<<if $I_C_14_S is 0>>
<<set $I_C_14_S to $I_C_14_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_14_S to $I_C_14_S + 1>>
<<set $Consumable_Update_Stack to $I_C_14_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 15>>
<<if $I_C_15_S is 0>>
<<set $I_C_15_S to $I_C_15_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_15_S to $I_C_15_S + 1>>
<<set $Consumable_Update_Stack to $I_C_15_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 16>>
<<if $I_C_16_S is 0>>
<<set $I_C_16_S to $I_C_16_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_16_S to $I_C_16_S + 1>>
<<set $Consumable_Update_Stack to $I_C_16_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 17>>
<<if $I_C_17_S is 0>>
<<set $I_C_17_S to $I_C_17_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_17_S to $I_C_17_S + 1>>
<<set $Consumable_Update_Stack to $I_C_17_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 18>>
<<if $I_C_18_S is 0>>
<<set $I_C_18_S to $I_C_18_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_18_S to $I_C_18_S + 1>>
<<set $Consumable_Update_Stack to $I_C_18_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 19>>
<<if $I_C_19_S is 0>>
<<set $I_C_19_S to $I_C_19_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_19_S to $I_C_19_S + 1>>
<<set $Consumable_Update_Stack to $I_C_19_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 20>>
<<if $I_C_20_S is 0>>
<<set $I_C_20_S to $I_C_20_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_20_S to $I_C_20_S + 1>>
<<set $Consumable_Update_Stack to $I_C_20_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 21>>
<<if $I_C_21_S is 0>>
<<set $I_C_21_S to $I_C_21_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_21_S to $I_C_21_S + 1>>
<<set $Consumable_Update_Stack to $I_C_21_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 22>>
<<if $I_C_22_S is 0>>
<<set $I_C_22_S to $I_C_22_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_22_S to $I_C_22_S + 1>>
<<set $Consumable_Update_Stack to $I_C_22_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 23>>
<<if $I_C_23_S is 0>>
<<set $I_C_23_S to $I_C_23_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_23_S to $I_C_23_S + 1>>
<<set $Consumable_Update_Stack to $I_C_23_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 24>>
<<if $I_C_24_S is 0>>
<<set $I_C_24_S to $I_C_24_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_24_S to $I_C_24_S + 1>>
<<set $Consumable_Update_Stack to $I_C_24_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 25>>
<<if $I_C_25_S is 0>>
<<set $I_C_25_S to $I_C_25_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_25_S to $I_C_25_S + 1>>
<<set $Consumable_Update_Stack to $I_C_25_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 26>>
<<if $I_C_26_S is 0>>
<<set $I_C_26_S to $I_C_26_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_26_S to $I_C_26_S + 1>>
<<set $Consumable_Update_Stack to $I_C_26_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 27>>
<<if $I_C_27_S is 0>>
<<set $I_C_27_S to $I_C_27_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_27_S to $I_C_27_S + 1>>
<<set $Consumable_Update_Stack to $I_C_27_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 28>>
<<if $I_C_28_S is 0>>
<<set $I_C_28_S to $I_C_28_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_28_S to $I_C_28_S + 1>>
<<set $Consumable_Update_Stack to $I_C_28_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 29>>
<<if $I_C_29_S is 0>>
<<set $I_C_29_S to $I_C_29_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_29_S to $I_C_29_S + 1>>
<<set $Consumable_Update_Stack to $I_C_29_S>>
<</if>>
<</if>>
<<if $Consumable_Update_Position is 30>>
<<if $I_C_30_S is 0>>
<<set $I_C_30_S to $I_C_30_S + 1>>
<<include "Pickup Consumable">>
<<else>>
<<set $I_C_30_S to $I_C_30_S + 1>>
<<set $Consumable_Update_Stack to $I_C_30_S>>
<</if>>
<</if>><<nobr>>
<<set $Player_flow = Math.clamp($Player_flow + $Player_flow_adjust, 0, $Player_flow_max)>>
<<set $Player_flow_spent2 to $Player_flow_spent>>
<<if $Player_flow_spent > 0>>
<<set $Player_temp3 = Math.clamp($Player_flow_spent / 10, 1, 20)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_glow to Math.clamp($Player_glow + $Player_temp3, 0, $Player_glow_max)>>
<<set $Player_flow_spent to 0>>
<</if>>
<<if $Perk_Kinetic_Recycler is 1 and $Player_flow_spent2 > 0>>
<<set $Player_temp3 to Math.clamp($Player_flow_spent2 / 8, 1, 10)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_flow to Math.clamp($Player_flow + $Player_temp3, 0, $Player_flow_max)>>
<<set $Player_flow_spent2 to 0>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<set $No_Status to 1>>
<<else>>
<<set $No_Status to 0>>
<</if>>
<<set $Player_item_block to 1>>
<<if $Player_success gte 1>>
<<if $Player_element_effectiveness is 0>>
<<elseif $Player_element_effectiveness is 1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was ineffective against <<= $Enemy_article>>!<br><br>
<</if>>
<</if>>
<<if $Player_poisoned > 0 or $Player_bleeding > 0 or $Player_burned > 0 or $Player_drained > 0 or $Player_charmed > 0 or $Player_silenced > 0 or $Player_glued > 0 or $Player_disabled > 0 or $Player_blinded > 0 or $Player_soft > 0 or $Player_clot > 0 or $Player_cursed > 0 or $Player_chilled > 0 or $Player_oiled > 0 or $Player_soaked > 0 or $Player_infirm > 0 or $Player_offence_pod > 0 or $Player_nurse_pod > 0 or $Player_regen > 0 or $Player_concussed > 0 or $Player_choking > 0 or $Player_drowning > 0 or $Player_bogged_down > 0>>
<br><br>
<</if>><</nobr>><<if $Player_poisoned > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 20>>
<<set $Player_poisoned_rounds to Math.clamp($Player_poisoned_rounds + 1, 0, 3)>>
<<set $Player_temp to $Player_temp * $Player_poisoned_rounds>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_poisoned to $Player_poisoned - 1>>
$Player_alias coughs and staggers as poison courses through $her body for <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_poisoned is 0>><<set $Player_poisoned_rounds to 0>><b>It seems $Player_alias has recovered from poison!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_bleeding > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 24>>
<<if $Player_bleeding_stacks is 0>>
<<set $Player_bleeding_stacks to 1>>
<</if>>
<<set $Player_temp to $Player_temp * $Player_bleeding_stacks>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_bleeding to $Player_bleeding - 1>>
$Player_alias winces as $she attempts to stem $her bleeding, sustaining <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_bleeding is 0>><<set $Player_bleeding_stacks to 0>><b>$Player_alias manages to stop the bleed!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_burned > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_burned to $Player_burned - 1>>
$Player_alias panics as smouldering flames dance across $her body, dealing <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_burned is 0>><b>$Player_alias manages to put out the burning flames!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_drained > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_flow_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drained to $Player_drained - 1>>
$Player_alias blinks groggily as $she attempts to shrug off this draining feeling, losing <b>$Player_temp Flow!</b> <<if $Player_drained is 0>><b>$Player_alias has shrugged off the drained sensation!</b><</if>>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>><</nobr>>
<</if>><<if $Player_charmed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_focus_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_charmed to $Player_charmed - 1>>
$Player_alias sighs deamily, $her gaze briefly turning to one of longing as $she beholds <<= $Enemy_article>>, $her Focus degrading by <b><<= $Player_temp>>!</b> <<if $Player_charmed is 0>><b>$Player_alias blinks with a bewildered expression - the Charm is lifted!</b><</if>>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>><</nobr>>
<</if>><<if $Player_silenced > 0 and $No_Status is 1>><<nobr>>
<<set $Player_silenced to $Player_silenced - 1>>
$Player_alias clutches at $her neck with a silent grimace. <<if $Player_silenced is 0>><b>$Player_alias recovers her voice!</b><</if>>
<</nobr>>
<</if>><<if $Player_glued > 0 and $No_Status is 1>><<nobr>>
<<set $Player_glued to $Player_glued - 1>>
$Player_alias shudders as $she tries to free $herself of goop! <<if $Player_glued is 0>><b>$Player_alias manages to clean $herself off!</b><</if>>
<</nobr>>
<</if>><<if $Player_disabled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_disabled to $Player_disabled - 1>>
$Player_alias looks lost and confused, muscle memory disabled! <<if $Player_disabled is 0>><b>$Player_alias snaps out of it!</b><</if>>
<</nobr>>
<</if>><<if $Player_blinded > 0 and $No_Status is 1>><<nobr>>
<<set $Player_blinded to Math.clamp($Player_blinded - 2, 0, 30)>>
$Player_alias squints and rubs at $her eyes! <<if $Player_blinded is 0>><b>$Player_alias blinks, vision restored!</b><</if>>
<</nobr>>
<</if>><<if $Player_soft > 0 and $No_Status is 1>><<nobr>>
<<set $Player_soft to $Player_soft - 1>>
$Player_alias is feeling awfully exposed and squishy! <<if $Player_soft is 0>><b>$Player_alias manages to neutralize Soft!</b><</if>>
<</nobr>>
<</if>><<if $Player_clot > 0 and $No_Status is 1>><<nobr>>
<<set $Player_clot to $Player_clot - 1>>
$Player_alias seethes with a hand clutched to $her chest... she isn't healing! <<if $Player_clot is 0>><b>$Player_alias manages to overcome Clot!</b><</if>>
<</nobr>>
<</if>><<if $Player_cursed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_cursed to $Player_cursed - 1>>
$Player_alias hears cruel whispers in $her ear, telling her to heal... <<if $Player_cursed is 0>><b>$Player_alias overcomes $her Curse!</b><</if>>
<</nobr>>
<</if>><<if $Player_chilled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_chilled to $Player_chilled - 1>>
$Player_alias shivers as chills assault $her from all directions. <<if $Player_chilled is 0>><b>$Player_alias shrugs off $her chills!</b><</if>>
<</nobr>>
<</if>><<if $Player_oiled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_oiled to $Player_oiled - 1>>
$Player_alias grimaces at the layer of oil coating $her skin. <<if $Player_oiled is 0>><b>$Player_alias manages to clean off Oiled!</b><</if>>
<</nobr>>
<</if>><<if $Player_soaked > 0 and $No_Status is 1>><<nobr>>
<<set $Player_soaked to $Player_soaked - 1>>
$Player_alias nearly slips over from how soaked $she is! <<if $Player_soaked is 0>><b>$Player_alias manages to dry off, no longer Soaked!</b><</if>>
<</nobr>>
<</if>><<if $Player_infirm > 0 and $No_Status is 1>><<nobr>>
<<set $Player_infirm to $Player_infirm - 1>>
$Player_alias huffs breathlessly as $her skin aches from within! <<if $Player_infirm is 0>><b>$Player_alias manages to overcome $her Infirmity!</b><</if>>
<</nobr>>
<</if>><<if $Player_offence_pod > 0 and $No_Status is 1>><<nobr>>
<<set $Player_offence_pod to $Player_offence_pod - 1>>
$Player_alias feels reassured by her Offence Pod's guarding presence! <<include "Combat Player Status Offence Pod">> <<if $Player_offence_pod is 0>><b><<= $Player_alias>>'s Offence Pod compresses back into a sphere, charge depleted!</b><</if>>
<</nobr>>
<</if>><<if $Player_nurse_pod > 0 and $No_Status is 1>><<nobr>>
<<set $Player_nurse_pod to $Player_nurse_pod - 1>>
$Player_alias feels reassured by $her Nurse Pod's comforting presence! It bathes $her in soothing green energies...
<<set $Player_healing to dice('2d4')>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The pod makes a confused chime!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage! The pod makes an alarmed chime!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A relieved sigh escapes $her lips as the pod heals $her for $Player_healing HP, the pod letting out a cheerful chime.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_nurse_pod is 0>><b>With its charge depleted, the drone compresses back into an enert sphere.</b><</if>>
<</nobr>>
<</if>><<if $Player_regen > 0 and $No_Status is 1>><<nobr>>
<<set $Player_regen to $Player_regen - 1>>
$Player_alias can feel $her Regen soothing $her body...
<<set $Player_healing to dice('1d4') + $Player_wits_total>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A subtle thrumming glow emits from $her body, healing $her for $Player_healing HP.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_regen is 0>><b>However, the regenerating light fades...</b><</if>>
<</nobr>>
<</if>><<if $Player_concussed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_concussed to $Player_concussed - 1>>
<<if $Player_concussed is 0>>$Player_alias feels a crushing weight upon her head finally fade... <b>$Player_alias is no longer Concussed!</b> <<set $Player_concussion_severity to 0>>
<<else>>
<<= $Player_alias>>'s concussion rages on... <<set $Player_temp to dice('1d3')>><<if $Player_temp is 1>><<set $Player_concussion_severity to $Player_concussion_severity + 1>><b>$she staggers with a wave of nausea as it intensifies!</b>
<</if>>
<</if>>
<</nobr>>
<</if>><<if $Player_bogged_down > 0 and $No_Status is 1>><<nobr>>
<<set $Player_bogged_down to $Player_bogged_down - 1>>
$Player_alias struggles to stop $her feet from sinking into the sodden ground! <<if $Player_bogged_down is 0>><b>$Player_alias frees $herself and is no longer Bogged Down!</b><</if>>
<</nobr>>
<</if>><<if $Player_choking > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_focus_max / 22>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_choking to $Player_choking - 1>>
$Player_alias rasps, struggling as $she chokes, sustaining <b>$Player_temp damage</b> to $her HP and Focus! <<if $Player_choking is 0>><b>$Player_alias inhales gratefully, no longer choking!</b><</if>>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_drowning > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_flow_max / 20>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drowning to $Player_drowning - 1>>
$Player_alias struggles for air as $she drowns, sustaining <b>$Player_temp damage</b> to $her HP and Flow! <<if $Player_drowning is 0>><b>$Player_alias coughs and gasps as $she pulls free from drowning!</b><</if>>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<nobr>><<include "Combat Additional Player Status">><<set $Player_element_effectiveness to 0>>@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Status Effects Start Turn]]@@<</nobr>><<nobr>>
<<if $Actual_attack_modifier is "long" or $Actual_attack_modifier_2 is "long">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<= $Player_alias>> kept $her distance with that strike! Dodge is boosted until next turn! <<include "sp">>
<<set $Player_long_dodge_bonus = $Player_long_dodge_bonus + 2>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "holy" or $Actual_attack_modifier_2 is "holy">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<= $Player_alias>>'s kept $her distance with that strike! Dodge is boosted until next turn! <<include "sp">>
<<set $Player_holy_armour_bonus = $Player_holy_armour_bonus + 2>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_success is 2 and $Player_lockon gte 1>>
<<set $Player_lockon to 0>>
After that severe hit, $Enemy_article repositions. Lock-on broken!
<br><br>
<</if>>
<<include "Combat Player Modifiers Always">>
<<if $Actual_attack_modifier is "heavy" or $Actual_attack_modifier_2 is "heavy">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 9>>
<<= $Player_alias>>'s Heavy weapon tenderizes $Enemy_article, lowering their armour! <<include "sp">>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "serrated" or $Actual_attack_modifier_2 is "serrated">>
<<set $Player_status_attack to "bleed">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "heated" or $Actual_attack_modifier_2 is "heated">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "sparking" or $Actual_attack_modifier_2 is "sparking">>
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "chilled" or $Actual_attack_modifier_2 is "chilled">>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "toxic" or $Actual_attack_modifier_2 is "toxic">>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "of the void" or $Actual_attack_modifier_2 is "of the void">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<set $Player_status_dice to dice('2d2')>>
<<= $Player_alias>>'s evil weapon ravages her foe, dealing an extra $Player_status_dice damage! <<include "sp">>
<<set $Enemy_hp_adjust to $Player_status_dice / -1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "greedy" or $Actual_attack_modifier_2 is "greedy">>
<<set $Player_status_dice to dice('1d20')>>
<<if $Player_status_dice gte 18>>
<<set $Player_status_dice to dice('2d3')>>
<<= $Player_alias>>'s strike knocks some spare change loose from <<= $Enemy_article>>! Gained $Player_status_dice <<= $gold>>! <<include "sp">>
<<set $Enemy_hp_adjust to $Player_status_dice / -1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "vampire" or $Actual_attack_modifier_2 is "vampire">>
<<set $Player_status_dice to $Player_damage / 4>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<if $Player_clot > 0>>
<<= $Player_alias' strike should have vampirically healed <<= $her>>, but Clot prevents it! <<include "sp">>
<</if>
<<if $Player_cursed > 0>>
$Player_alias gasps in pain as $her own strike's vampiric pull is corrupted by the Curse, damaging $herhim instead!
<<set $Player_hp = Math.clamp($Player_hp - $Player_status_dice, 0, $Player_hp_max)>>
<<include "Adjust All Bars">><<include "sp">>
<</if>>
<<if $Player_clot lte 0 and $Player_cursed lte 0>>
$Player_alias sighs in sanguine relief as $her weapon's vampiric pull heals $herhim for $Player_status_dice HP!
<<set $Player_hp = Math.clamp($Player_hp + $Player_status_dice, 0, $Player_hp_max)>>
<<include "Adjust All Bars">><<include "sp">>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "recharge" or $Actual_attack_modifier_2 is "recharge">>
<<set $Player_status_dice to $Player_damage / 5>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<set $Player_glow to Math.clamp($Player_glow + $Player_status_dice, 0, $Player_glow_max)>>
<<= $Player_alias>>'s weapon glows brightly as the energy generated by that strike is absorbed back as $Player_status_dice Glow!
<<include "Adjust All Bars">><<include "sp">>
<</if>>
<<if $Actual_attack_modifier is "elegant" or $Actual_attack_modifier_2 is "elegant">>
<<set $Player_status_dice to $Player_damage / 5>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<set $Player_glow to Math.clamp($Player_flow + $Player_status_dice, 0, $Player_flow_max)>>
<<= $Player_alias>>'s weapon sings through the air, boosting $her momentum by $Player_status_dice Flow!
<<include "Adjust All Bars">><<include "sp">>
<</if>>
<<if $Actual_attack_modifier is "tracking" or $Actual_attack_modifier_2 is "tracking">>
<<set $Player_lockon to $Player_lockon + 1>>
<<= $Player_alias>>'s weapon makes tiny automatic adjustments as it zeroes in on $Enemy_article, boosting crit chance!
<<include "Adjust All Bars">><<include "sp">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_used_item to 0>>
<<if $Player_paralyzed > 0 or $Player_confused > 0 or $Player_petrified > 0>>
<<if $Player_paralyzed > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_agility_total>>
<<set $Player_paralyzed to $Player_paralyzed - 1>>
<<if $Player_temp gte 8>>
$Player_alias twitches unevenly, but manages to overcome Paralysis this round.
<<if $Player_paralyzed is 0>><b>$Player_alias is no longer Paralyzed!</b><</if>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Player Turn">>
<<else>>
$Player_alias lets out a high-pitched 'glrk' as $her body erupts into spasm and goes stiff, interrupting $her next move!
<<if $Player_paralyzed is 0>><b>$Player_alias feels the Paralysis passing, but it's too late!</b><</if>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<if $Player_petrified > 0>>
<<set $Player_petrified_rounds to $Player_petrified_rounds +1>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_strength_total>>
<<set $Player_petrified to $Player_petrified - 1>>
<<set $Player_petrified_bonus to 10>>
<<if $Player_temp gte 13>>
$Player_alias twitches, trembles... and then lets out a roar as $she bursts free from $her prison!
<<if $Player_petrified is 0>><b>$Player_alias is no longer Petrified!</b><</if>>
<<set $Player_petrified to 0>>
<<set $Player_petrified_bonus to 0>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Player Turn">>
<<else>>
$Player_alias says nothing, does nothing. What a good little statue!
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<if $Player_confused > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_wits_total>>
<<set $Player_confused to $Player_confused - 1>>
<<if $Player_temp gte 8>>
$Player_alias staggers for a moment with a far-away look in $her eyes... before $she snaps back into focus!
<<if $Player_confused is 0>>$Player_alias has overcome $her Confusion!<</if>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Player Turn">>
<<else>>
<<set $Player_temp to dice('2d2')>>
<<set $Player_hp_adjust to $Player_temp / -1>>
$Player_alias staggers and trips, landing hard and sustaining $Player_temp damage! $Her chance to act has passed!
<<if $Player_confused is 0>><b>At least the fall seems to have knocked the confusion out of <<= $her>>...</b><</if>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<elseif $Player_frozen > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_toughness_total>>
<<set $Player_frozen to $Player_frozen - 1>>
<<if $Player_temp gte 12 or $Player_frozen is 0>>
$Player_alias shivers so hard, $she breaks free of $her chilly bonds!
<<set $Player_frozen to 0>>
<<if $Player_frozen is 0>>$Player_alias is no longer Frozen!<</if>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Player Turn">>
<<else>>
$Player_alias shivers away, still unable to dodge from within $her icy prison!
<<include "spacepass">><<include "spacepass">>
<<include "Combat Player Turn">>
<</if>><<else>><<include "Combat Player Turn">><</if>>
<<set $Enemy_Script_10 = Math.clamp($Enemy_Script_10 - 1, 0, 10)>>
<</nobr>><<nobr>>
<<if $multihit is 1>>
<<else>>
<<if $Player_success gte 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust * 2>>
<</if>>
<</if>>
<<if $Enemy_shield > 0>>
<<set $Enemy_shield = $Enemy_shield + $Enemy_hp_adjust>>
<<if $Enemy_shield <= 0>>
<<= $Enemy_article>>'s shield was broken!
<</if>>
<<if $Enemy_shield < 0>>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_shield, 0, $Enemy_hp_max)>>
<<set $Enemy_shield = 0>>
$Enemy_article took the remaining difference as HP damage!
<</if>>
<<else>>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_hp_adjust, 0, $Enemy_hp_max)>>
<</if>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</nobr>><<nobr>><<if $Enemy_success gte 2>>
<<set $Player_hp_adjust to $Player_hp_adjust * 2>>
<</if>>
<<if $Player_shield > 0>>
<<set $Player_shield = $Player_shield + $Player_hp_adjust>>
<<if $Player_shield <= 0>>
<<= $Player_alias>>'s shield was broken!
<<if $Perk_Static_Cling is 1>>
A pulse of frazzling energy slams out from $her sparking shield generator!
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<br><br>
<</if>>
<<if $Player_shield < 0>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_shield, 0, $Player_hp_max)>>
<<set $Player_shield = 0>>
$Player_alias took the remaining difference as HP damage! <br><br>
<</if>>
<<else>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_hp_adjust, 0, $Player_hp_max)>>
<</if>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</nobr>><<nobr>>
<<set $Enemy_element_effectiveness to 0>>
<<if $Enemy_damage_type is "blunt" or $Enemy_damage_type_2 is "blunt">>
<<if $Player_blunt_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_blunt_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "piercing" or $Enemy_damage_type_2 is "piercing">>
<<if $Player_piercing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_piercing_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "slashing" or $Enemy_damage_type_2 is "slashing">>
<<if $Player_slashing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_slashing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "fire" or $Enemy_damage_type_2 is "fire">>
<<if $Player_fire_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_fire_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "ice" or $Enemy_damage_type_2 is "ice">>
<<if $Player_ice_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_ice_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "elec" or $Enemy_damage_type_2 is "elec">>
<<if $Player_elec_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_elec_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "poison" or $Enemy_damage_type_2 is "poison">>
<<if $Player_poison_total < 0>>
<<set $Pl
ayer_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_poison_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "holy" or $Enemy_damage_type_2 is "holy">>
<<if $Player_holy_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_holy_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "void" or $Enemy_damage_type_2 is "void">>
<<if $Player_void_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_void_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "earth" or $Enemy_damage_type_2 is "earth">>
<<if $Player_earth_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_earth_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "water" or $Enemy_damage_type_2 is "water">>
<<if $Player_water_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_water_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "wind" or $Enemy_damage_type_2 is "wind">>
<<if $Player_wind_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_wind_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "EMP" or $Enemy_damage_type_2 is "EMP">>
<<if $Player_EMP_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_EMP_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "energy" or $Enemy_damage_type_2 is "energy">>
<<if $Player_energy_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_energy_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "sonic" or $Enemy_damage_type_2 is "sonic">>
<<if $Player_sonic_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_sonic_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "radiation" or $Enemy_damage_type_2 is "radiation">>
<<if $Player_radiation_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_radiation_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "acid" or $Enemy_damage_type_2 is "acid">>
<<if $Player_acid_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_acid_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<set $Enemy_damage to $Enemy_damage + 0.001>>
<<set $Enemy_damage to Math.round($Enemy_damage)>>
<</nobr>><<nobr>>
<<set $Player_armour_total to $Player_toughness_total + $Player_armour_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_defend_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_weapon_main_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_weapon_sub_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_accessory_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_food_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_petrified_bonus>>
<<set $Player_armour_total to $Player_armour_total - $Player_soft>>
<<set $Player_armour_total to $Player_armour_total + $Player_holy_armour_bonus>>
<<set $Player_armour_total to $Player_armour_total + $Player_special_ability_defence>>
<<if $Perk_Iron_Bones is 1>>
<<set $Player_armour_total to $Player_armour_total + 1>>
<</if>>
<<if $Perk_Battle_Hardened is 1>>
<<set $Player_armour_total to $Player_armour_total + 1>>
<</if>>
<<set $Player_holy_armour_bonus to 0>>
<<if $Player_armour_total lte -5>>
<<set $Enemy_damage to $Enemy_damage * 1.5>>
<<elseif $Player_armour_total is -4>>
<<set $Enemy_damage to $Enemy_damage * 1.4>>
<<elseif $Player_armour_total is -3>>
<<set $Enemy_damage to $Enemy_damage * 1.3>>
<<elseif $Player_armour_total is -2>>
<<set $Enemy_damage to $Enemy_damage * 1.2>>
<<elseif $Player_armour_total is -1>>
<<set $Enemy_damage to $Enemy_damage * 1.1>>
<<elseif $Player_armour_total is 0>>
<<set $Enemy_damage to $Enemy_damage * 1>>
<<elseif $Player_armour_total is 1>>
<<set $Enemy_damage to $Enemy_damage * 0.9>>
<<elseif $Player_armour_total is 2>>
<<set $Enemy_damage to $Enemy_damage * 0.8>>
<<elseif $Player_armour_total is 3>>
<<set $Enemy_damage to $Enemy_damage * 0.75>>
<<elseif $Player_armour_total is 4>>
<<set $Enemy_damage to $Enemy_damage * 0.7>>
<<elseif $Player_armour_total is 5>>
<<set $Enemy_damage to $Enemy_damage * 0.65>>
<<elseif $Player_armour_total is 6>>
<<set $Enemy_damage to $Enemy_damage * 0.6>>
<<elseif $Player_armour_total is 7>>
<<set $Enemy_damage to $Enemy_damage * 0.55>>
<<elseif $Player_armour_total is 8>>
<<set $Enemy_damage to $Enemy_damage * 0.5>>
<<elseif $Player_armour_total is 9>>
<<set $Enemy_damage to $Enemy_damage * 0.45>>
<<elseif $Player_armour_total gte 10>>
<<set $Enemy_damage to $Enemy_damage * 0.4>>
<</if>>
<<set $Enemy_damage to $Enemy_damage + 0.0001>>
<<set $Enemy_damage to Math.round($Enemy_damage)>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_damageroll = dice('2d4')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "Tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Enemy_hp_adjust to ($Player_damage / -1)>>
The Offence Pod takes a shot!
<<if $Player_success is 0>>
The Offence Pod misses <<= $Enemy_article>>!
<<elseif $Player_success is 1>>
The Offence Pod hits <<= $Enemy_article>>! $Enemy_Article takes $Player_damage damage!<<include "Combat Enemy HP Adjustment">>
<<elseif $Player_success is 2>>
The Offence Pod strikes $Enemy_article in a vital spot! It's a critical hit! $Enemy_Article takes $Player_damage critical damage!<<set $Enemy_hp_adjust to $Enemy_hp_adjust * 2>><<include "Combat Enemy HP Adjustment">><</if>><</nobr>><<nobr>>
<<set $Smart_Link_Cooldown to Math.clamp($Smart_Link_Cooldown - 1, 0, 10)>>
<<set $Core_Push_Cooldown to Math.clamp($Core_Push_Cooldown - 1, 0, 10)>>
<<set $SLAM_F_Cooldown to Math.clamp($SLAM_F_Cooldown - 1, 0, 10)>>
<<set $SLAM_G_Cooldown to Math.clamp($SLAM_G_Cooldown - 1, 0, 10)>>
<<set $SLAM_P_Cooldown to Math.clamp($SLAM_P_Cooldown - 1, 0, 10)>>
<<set $Emergency_Shielding_Cooldown to Math.clamp($SLAM_F_Cooldown - 1, 0, 10)>>
<<set $Capacitor_Discharge_Cooldown to Math.clamp($Capacitor_Discharge_Cooldown - 1, 0, 10)>>
<</nobr>><<nobr>>
<<if $Enemy_paralyzed > 0 or $Enemy_confused > 0 or $Enemy_petrified > 0>>
<<if $Enemy_paralyzed > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_agility_total>>
<<set $Enemy_paralyzed to $Enemy_paralyzed - 1>>
<<if $Enemy_temp gte 8>>
$Enemy_Article twitches unevenly, but manages to overcome Paralysis this round.
<<if $Enemy_paralyzed is 0>><b>$Enemy_Article is no longer Paralyzed!</b><</if>>
<br><br>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article spasms and goes completely stiff, twitching uselessly and missing the chance to act!
<<if $Enemy_paralyzed is 0>><b>$Enemy_Article feels the Paralysis passing, but it's too late!</b><</if>>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<<elseif $Enemy_petrified > 0>>
<<set $Enemy_petrified_rounds to $Enemy_petrified_rounds +1>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_strength_total>>
<<set $Enemy_petrified to $Enemy_petrified - 1>>
<<set $Enemy_petrified_bonus to 10>>
<<if $Enemy_temp gte 13>>
$Enemy_Article suddenly twitches... and then bursts free of their petrified prison with a snarl!
<<if $Enemy_petrified is 0>><b>$Enemy_Article is no longer Petrified!</b><</if>>
<<set $Enemy_petrified to 0>>
<<set $Enemy_petrified_bonus to 0>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article makes no movement, makes no sound. Completely petrified!
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<<elseif $Enemy_confused > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_wits_total>>
<<set $Enemy_confused to $Enemy_confused - 1>>
<<if $Enemy_temp gte 8>>
$Enemy_Article stumbles about in confusion for a moment, but shrugs it off!
<<if $Enemy_confused is 0>>$Enemy_Article has overcome Confusion!<</if>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Enemy Turn">>
<<else>>
<<set $Enemy_temp to dice('2d2')>>
<<set $Enemy_hp_adjust to $Enemy_temp / -1>>
$Enemy_Article hurts themselves as they confusedly thrash about, sustaining $Enemy_temp damage!
<<if $Enemy_confused is 0>><b>At least the fall seems to have knocked the confusion out of <<= $her>>!</b><</if>>
<<include "Combat Enemy HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<</if>>
<<elseif $Enemy_frozen > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_toughness_total>>
<<set $Enemy_frozen to $Enemy_frozen - 1>>
<<if $Enemy_temp gte 12 or $Enemy_frozen is 0>>
$Enemy_Article smashes free of their icy prison!
<<set $Enemy_frozen to 0>>
<<if $Enemy_frozen is 0>>$Enemy_Article is no longer Frozen!<</if>>
<<include "spacepass">><<include "spacepass">>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article shivers away, still unable to dodge from within the icy prison!
<<include "spacepass">><<include "spacepass">>
<<include "Combat Enemy Turn">>
<</if>><<else>><<include "Combat Enemy Turn">><</if>><</nobr>><<nobr>><<if $Enemy_success gte 1>>
<<if $Enemy_element_effectiveness is 0>>
<<elseif $Enemy_element_effectiveness is 1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was effective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is 2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is 3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is 4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is -4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is -3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is -2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Player_alias>>!
<<elseif $Enemy_element_effectiveness is -1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was ineffective against <<= $Player_alias>>!
<</if>>
<</if>>
<<if $Enemy_success gte 1>>
<<if $Enemy_element_effectiveness > 0 or $Enemy_element_effectiveness < 0>>
<<include "sp2">>
<</if>>
<</if>>
<</nobr>><<if $Enemy_poisoned > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_hp_max / 20>>
<<set $Enemy_temp2 to $Enemy_hp_max / 6>>
<<set $Enemy_poisoned_rounds to Math.clamp($Enemy_poisoned_rounds + 1, 0, 3)>>
<<set $Enemy_temp to $Enemy_temp * $Enemy_poisoned_rounds>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<if $Enemy_temp > $Enemy_temp2>><<set $Enemy_temp to $Enemy_temp2>><</if>>
<<set $Enemy_poisoned to $Enemy_poisoned - 1>>
$Enemy_Article is suffering from poison, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_poisoned is 0>><<set $Enemy_poisoned_rounds to 0>><b>It seems $Enemy_article has recovered from poison!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>><</nobr>><br>
<</if>><<if $Enemy_bleeding > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_hp_max / 24>>
<<set $Enemy_temp2 to $Enemy_hp_max / 6>>
<<set $Enemy_temp2 to Math.round($Enemy_temp2)>>
<<if $Enemy_bleeding_stacks is 0>>
<<set $Enemy_bleeding_stacks to 1>>
<</if>>
<<set $Enemy_temp to $Enemy_temp * $Enemy_bleeding_stacks>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<if $Enemy_temp > $Enemy_temp2>><<set $Enemy_temp to $Enemy_temp2>><</if>>
<<set $Enemy_bleeding to $Enemy_bleeding - 1>>
$Enemy_Article is suffering from bleeding, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_bleeding is 0>><<set $Enemy_bleeding_stacks to 0>><b>$Enemy_Article manages to stop the bleed!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>><</nobr>><br>
<</if>><<if $Enemy_burned > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_hp_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_burned to $Enemy_burned - 1>>
$Enemy_Article is trying to put out the burning flames, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_burned is 0>><b>$Enemy_Article manages to put out the burning flames!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>><</nobr>><br>
<</if>><<if $Enemy_drained > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_flow_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_drained to $Enemy_drained - 1>>
$Enemy_Article looks woozy and drained, losing <b>$Enemy_temp Flow!</b> <<if $Enemy_drained is 0>><b>$Enemy_Article has shrugged off the drained sensation!</b><</if>>
<<set $Enemy_flow = Math.clamp($Enemy_flow - $Enemy_temp, 0, $Enemy_flow_max)>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>><</nobr>><br>
<</if>><<if $Enemy_charmed > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_focus_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_charmed to $Enemy_charmed - 1>>
$Enemy_Article looks utterly smitten with <<= $Player_alias>>! <<if $Enemy_charmed is 0>><b>$Enemy_Article suddenly halts - the Charm is lifted!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_silenced > 0>><<nobr>>
<<set $Enemy_silenced to $Enemy_silenced - 1>>
$Enemy_Article emits silent rage! <<if $Enemy_silenced is 0>><b>$Enemy_Article recovers from Silence!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_glued > 0>><<nobr>>
<<set $Enemy_glued to $Enemy_glued - 1>>
$Enemy_Article attempts to break free from gooey confinement! <<if $Enemy_glued is 0>><b>$Enemy_Article manages to clean the Glue off!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_disabled > 0>><<nobr>>
<<set $Enemy_disabled to $Enemy_disabled - 1>>
$Enemy_Article looks lost and confused, muscle memory disabled! <<if $Enemy_disabled is 0>><b>$Enemy_Article snaps out of it!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_blinded > 0>><<nobr>>
<<set $Enemy_blinded to Math.clamp($Enemy_blinded - 2, 0, 30)>>
$Enemy_Article lashs out blindly! <<if $Enemy_blinded is 0>><b>$Enemy_Article blinks, vision restored!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_soft > 0>><<nobr>>
<<set $Enemy_soft to $Enemy_soft - 1>>
$Enemy_Article is looking awfully exposed and squishy! <<if $Enemy_soft is 0>><b>$Enemy_Article manages to neutralize Soft!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_clot > 0>><<nobr>>
<<set $Enemy_clot to $Enemy_clot - 1>>
$Enemy_Article looks utterly dreadful as the Clot wreaks havoc. <<if $Enemy_clot is 0>><b>$Enemy_Article manages to overcome Clot!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_cursed > 0>><<nobr>>
<<set $Enemy_cursed to $Enemy_cursed - 1>>
$Enemy_Article has a dreaded, cursed aura about them... <<if $Enemy_cursed is 0>><b>$Enemy_Article overcomes the Curse!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_chilled > 0>><<nobr>>
<<set $Enemy_chilled to $Enemy_chilled - 1>>
$Enemy_Article is besieged by the cold! <<if $Enemy_chilled is 0>><b>$Enemy_Article shrugs off the Chills!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_oiled > 0>><<nobr>>
<<set $Enemy_oiled to $Enemy_oiled - 1>>
$Enemy_Article is looking mighty flammable... <<if $Enemy_oiled is 0>><b>$Enemy_Article manages to clean off Oiled!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_soaked > 0>><<nobr>>
<<set $Enemy_soaked to $Enemy_soaked - 1>>
$Enemy_Article is utterly drenched! <<if $Enemy_soaked is 0>><b>$Enemy_Article manages to dry off, no longer Soaked!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_infirm > 0>><<nobr>>
<<set $Enemy_infirm to $Enemy_infirm - 1>>
$Enemy_Article looks dreadfully ill! <<if $Enemy_infirm is 0>><b>$Enemy_Article manages to overcome their Infirmity!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_regen > 0>><<nobr>>
<<set $Enemy_regen to $Enemy_regen - 1>>
$Enemy_Article is regenerating...
<<set $Enemy_healing to dice('1d4') + $Enemy_wits_total>>
<<if $Enemy_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Enemy_cursed > 0>>
$Enemy_Article shudders as the curse turns healing into $Enemy_healing damage!
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_healing, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<else>>
A subtle thrumming glow emits from their body, healing them for $Enemy_healing HP.
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_healing, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</if>>
<<if $Enemy_regen is 0>><b>However, the regenerating light fades...</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_concussed > 0>><<nobr>>
<<set $Enemy_concussed to $Enemy_concussed - 1>>
<<if $Enemy_concussed is 0>>$Enemy_Article straightens up in relief... <b>$Enemy_article is no longer Concussed!</b> <<set $Enemy_concussion_severity to 0>>
<<else>>
<<= $Enemy_Article>>'s concussion rages on... <<set $Enemy_temp to dice('1d3')>><<if $Enemy_temp is 1>><<set $Enemy_concussion_severity to $Enemy_concussion_severity + 1>><b>the concussion intensifies!</b>
<</if>>
<</if>>
<</nobr>><br>
<</if>><<if $Enemy_bogged_down > 0>><<nobr>>
<<set $Enemy_bogged_down to $Enemy_bogged_down - 1>>
$Enemy_Article struggles to avoid getting stuck fast! <<if $Enemy_bogged_down is 0>><b>$Enemy_Article breaks free is no longer Bogged Down!</b><</if>>
<</nobr>><br>
<</if>><<if $Enemy_choking > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_focus_max / 22>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_choking to $Enemy_choking - 1>>
$Enemy_Article rasps and chokes, sustaining <b>$Enemy_temp damage</b>! <<if $Enemy_choking is 0>><b>$Enemy_Article inhales gratefully, no longer choking!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>><</nobr>><br><</if>><<if $Enemy_drowning > 0>><<nobr>>
<<set $Enemy_temp to $Enemy_focus_max / 20>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_drowning to $Enemy_drowning - 1>>
$Enemy_Article fights for air, sustaining <b>$Enemy_temp damage</b> to HP and Flow! <<if $Enemy_drowning is 0>><b>$Enemy_Article coughs and gasps, pulling free from drowning!</b><</if>>
<<set $Enemy_flow = Math.clamp($Enemy_flow - $Enemy_temp, 0, $Enemy_flow_max)>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>><</nobr>><br>
<</if>><<set $Enemy_element_effectiveness to 0>><<nobr>><<if $Player_turn is 2>>
<<set $Player_turn to 1>>
<<else>>
<<set $Player_turn to 0>>
<</if>>
<<include "Combat Cooldown Tracker">>
<<set $Player_item_block to 1>>
<<if $Enemy_alias is "Glob">>
<<include "Combat Enemy Glob Loss Check">>
<<elseif $Enemy_alias is "Shambler">>
<<include "Combat Enemy Shambler Loss Check">>
<<elseif $Enemy_alias is "Gulper">>
<<include "Combat Enemy Gulper Loss Check">>
<<elseif $Enemy_alias is "Serenity Veil">>
<<include "Combat Enemy Serenity Veil Loss Check">>
<<elseif $Enemy_alias is "Drikk">>
<<include "Combat Enemy Drikk Loss Check">>
<<elseif $Enemy_alias is "FUM">>
<<include "Combat Enemy FUM Loss Check">>
<<elseif $Enemy_alias is "Symbiode">>
<<include "Combat Enemy Symbiode Loss Check">>
<<elseif $Enemy_alias is "Bearslug">>
<<include "Combat Enemy Bearslug Loss Check">>
<<elseif $Enemy_alias is "Beezlebuu">>
<<include "Combat Enemy Beezlebuu Loss Check">>
<<elseif $Enemy_alias is "Goo Doll">>
<<include "Combat Enemy Goo Doll Loss Check">>
<<elseif $Enemy_alias is "Slammia">>
<<include "Combat Enemy Slammia Loss Check">>
<<elseif $Enemy_alias is "Mimi">>
<<include "Combat Enemy Mimi Loss Check">>
<<elseif $Enemy_alias is "Travesty">>
<<include "Combat Enemy Travesty Loss Check">>
<<elseif $Enemy_alias is "Mimic">>
<<include "Combat Enemy Mimic Loss Check">>
<<elseif $Enemy_alias is "TentaDummy">>
<<include "Combat Enemy TentaDummy Turn2">>
<<else>>
PYKSIES FORGOT TO ADD THIS ENEMY TO THE 'ENEMY TURN' FUCTION, SO GO YELL AT HER BUT POLITELY
<</if>>
<<if $Player_turn is 0>>
<<set $Enemy_strength_decay_buff to Math.clamp($Enemy_strength_decay_buff - 1, 0, 99)>>
<<set $Enemy_agility_decay_buff to Math.clamp($Enemy_agility_decay_buff - 1, 0, 99)>>
<<set $Enemy_wits_decay_buff to Math.clamp($Enemy_wits_decay_buff - 1, 0, 99)>>
<<set $Enemy_attack_decay_buff to Math.clamp($Enemy_attack_decay_buff - 1, 0, 99)>>
<<if $Player_strength_decay_buff > 0>>
<<set $Player_strength_decay_buff to Math.clamp($Player_strength_decay_buff - 1, 0, 99)>>
<<elseif $Player_strength_decay_buff < 0>>
<<set $Player_strength_decay_buff to Math.clamp($Player_strength_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_agility_decay_buff > 0>>
<<set $Player_agility_decay_buff to Math.clamp($Player_agility_decay_buff - 1, 0, 99)>>
<<elseif $Player_agility_decay_buff < 0>>
<<set $Player_agility_decay_buff to Math.clamp($Player_agility_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_wits_decay_buff > 0>>
<<set $Player_wits_decay_buff to Math.clamp($Player_wits_decay_buff - 1, 0, 99)>>
<<elseif $Player_wits_decay_buff < 0>>
<<set $Player_wits_decay_buff to Math.clamp($Player_wits_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_toughness_decay_buff > 0>>
<<set $Player_toughness_decay_buff to Math.clamp($Player_toughness_decay_buff - 1, 0, 99)>>
<<elseif $Player_toughness_decay_buff < 0>>
<<set $Player_toughness_decay_buff to Math.clamp($Player_toughness_decay_buff + 1, 0, 99)>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
The Glob suddenly freezes as the swivelling, eye-like core within its center develops a small crack, the miniscule sound able to pierce through the sudden silence it demands. Mio, too, freezes in place, expression hard as she watches the hairline fracture creep from pole to pole of that trembling sphere... and then the whole thing shatters into two pieces.<br><br>
With a surprisingly sad noise, the Glob begins to melt, disintegrating into a sickly-sweet purple vapour, so thick as to be an opaque smog. Giving only a dismissive noise in response, Mio shatters one of the halves of the monster's core beneath her metal heel as she marches onwards.<br><br>
<b>Victory!</b>
<<else>>
<b>-Skluerch!-</b> Mio grimaces at the repulsive sound of her final blow sending the Glob's swirling, marble-patterned core flung out of its body, taking a blob of purple gloop with it. It splats against the wall with enough force to shatter into multiple pieces, causing the monster's gelatinous body to halt with a wobble.<br><br>
Emitting a sound akin to a punctured balloon, the Glob begins to deflate into a puddle, the edges of which burn away into a heady, sweet-smelling smog which briefly fills the surrounding area like an out-of-date smoke grenade. With a wrinkle of her nose, Mio places a hand over the lower half of her face and moves on, staying guarded like that until she's clear of that somewhat mind-fogging air pollution.<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
Against all liklihood, it seems the Glob has somehow been deterred from its single-minded mission to capture Mio. Wobbling in confusion for a moment, it just... slorps off, heaving its gooey body back down into a vent, possibly to rethink its life.<br><br>
Whatever. Just do it away from Mio, as far as she's concerned.<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d4')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 35>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Glob Gloop!</b> <<include "Glob Gloop Pickup">>
<<elseif $loot1 gte 5>>
<br>Acquired a <b>Glob Core!</b> <<include "Glob Core Pickup">>
<<elseif $loot1 gte 2>>
<br>Acquired a <b>Used TentaCan!</b> <<include "Used TentaCan Pickup">>
<</if>>
<<if $loot2 gte 8>>
<br>Acquired a <b>Glow Shard!</b> <<include "Glow Shard Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired a <b>Smart Bandage!</b> <<include "Smart Bandage Pickup">>
<<elseif $loot3 gte 7>>
<br>Acquired a <b>Dataprick!</b> <<include "Dataprick Pickup">>
<</if>>
<br><br>
<<if $Scene_Glob_Defeat isnot 1>>
<<set $Scene_Glob_Defeat to 1>>
<b>(Scene 'Glob Capture' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Glob Content Check">>
<<else>>
Enemy Glob Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Glob Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<set $Money_Multiplier to 1>>
<<set $EXP_Multiplier to 1>>
<<set $encounter_modifier to 1>>
<<set $Perk_Iron_Bones to 0>>
<<set $Player_desperate_flee_bonus to 0>>
<<set $Perk_Desperate_Flee to 0>>
<<set $Perk_Shield_Recalibration to 0>>
<<set $Perk_Capacitor_Discharge to 0>>
<<set $Perk_Static_Cling to 0>>
<<set $Perk_Kinetic_Recycler to 0>>
<<set $Perk_Sixth_Sensor to 0>>
<<set $Perk_Battle_Hardened to 0>>
<<set $Perk_Emergency_Nanobots to 0>>
<<set $Perk_B4B3 to 0>>
<<set $Perk_Evasive_Thrusters to 0>>
<<set $Perk_Observe_From_On_High to 0>><<nobr>>
<<set $Player_temp to $Player_temp * $Money_Multiplier>>
<<set $Player_temp to $Player_temp + 0.0001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<</nobr>><<nobr>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<<updatemeter 'player_morale_bar' `$Player_morale / $Player_morale_max`>>
<<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<updatemeter 'enemy_morale_bar' `$Enemy_morale / $Enemy_morale_max`>>
<<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<</nobr>><<nobr>>
<<set $Player_combat to 0>>
<<set $Player_bonus_strength to 0>>
<<set $Player_bonus_agility to 0>>
<<set $Player_bonus_wits to 0>>
<<set $Player_bonus_toughness to 0>>
<<set $Player_flow = $Player_flowbase>>
<<set $Player_shield to 0>>
<<set $Player_strength_decay_buff to 0>>
<<set $Player_agility_decay_buff to 0>>
<<set $Player_wits_decay_buff to 0>>
<<set $Player_toughness_decay_buff to 0>>
<<set $Player_poisoned to 0>>
<<set $Player_poisoned_rounds to 0>>
<<set $Player_bleeding to 0>>
<<set $Player_bleeding_stacks to 0>>
<<set $Player_burned to 0>>
<<set $Player_paralyzed to 0>>
<<set $Player_frozen to 0>>
<<set $Player_clot to 0>>
<<set $Player_cursed to 0>>
<<set $Player_glued to 0>>
<<set $Player_silenced to 0>>
<<set $Player_disabled to 0>>
<<set $Player_oiled to 0>>
<<set $Player_chilled to 0>>
<<set $Player_soaked to 0>>
<<set $Player_infirm to 0>>
<<set $Player_confused to 0>>
<<set $Player_blinded to 0>>
<<set $Player_soft to 0>>
<<set $Player_charmed to 0>>
<<set $Player_drained to 0>>
<<set $Player_choking to 0>>
<<set $Player_drowning to 0>>
<<set $Player_bogged_down to 0>>
<<set $Player_petrified to 0>>
<<set $Player_petrified_bonus to 0>>
<<set $Player_lockon to 0>>
<<set $Player_static to 0>>
<<set $Enemy_poisoned to 0>>
<<set $Enemy_poisoned_rounds to 0>>
<<set $Enemy_bleeding to 0>>
<<set $Enemy_bleeding_stacks to 0>>
<<set $Enemy_burned to 0>>
<<set $Enemy_paralyzed to 0>>
<<set $Enemy_frozen to 0>>
<<set $Enemy_clot to 0>>
<<set $Enemy_cursed to 0>>
<<set $Enemy_glued to 0>>
<<set $Enemy_silenced to 0>>
<<set $Enemy_disabled to 0>>
<<set $Enemy_oiled to 0>>
<<set $Enemy_chilled to 0>>
<<set $Enemy_soaked to 0>>
<<set $Enemy_infirm to 0>>
<<set $Enemy_confused to 0>>
<<set $Enemy_blinded to 0>>
<<set $Enemy_soft to 0>>
<<set $Enemy_charmed to 0>>
<<set $Enemy_drained to 0>>
<<set $Enemy_choking to 0>>
<<set $Enemy_drowning to 0>>
<<set $Enemy_bogged_down to 0>>
<<set $Enemy_petrified to 0>>
<<set $Enemy_petrified_bonus to 0>>
<<set $Enemy_lockon to 0>>
<<set $Enemy_static to 0>>
<<set $Weather_Active to 1>>
<<set $Player_surprise_move to 1>>
<<set $Smart_Link_Cooldown to 0>>
<<set $Core_Push_Cooldown to 0>>
<<set $Redline_Cooldown to 0>>
<<set $en to (7 + dice('4d3'))>>
<<set $en to $en * $encounter_modifier>>
<<set $en to Math.round($en)>>
<<set $en_mercy to 1>>
<<set $Enemy_Script_1 to 0>>
<<set $Enemy_Script_2 to 0>>
<<set $Enemy_Script_3 to 0>>
<<set $Enemy_Script_4 to 0>>
<<set $Enemy_Script_5 to 0>>
<<set $Enemy_Script_6 to 0>>
<<set $Enemy_Script_7 to 0>>
<<set $Enemy_Script_8 to 0>>
<<set $Enemy_Script_9 to 0>>
<<set $Enemy_Script_10 to 0>>
<<set $Player_item_block to 0>>
<<set $iRIS_Punch_Cooldown to 0>>
<<set $Grapple_Loss to "na">>
<</nobr>><<nobr>>
<<if $Player_hp lte $Player_hp_max / 6>>
<<set $Player_hp to $Player_hp_max / 6>>
<<set $Player_hp to $Player_hp + 0.0001>>
<<set $Player_hp to Math.round($Player_hp)>>
<</if>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<if $Player_outfit is "space bikini" and $Player_weapon_main is "bare hands">>
<<if $Isolde_Quest is 3>>
<<set $Isolde_Quest to 4>>
<b>Mio has accomplished Isolde's challenge!</b><br><br>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_exp_temp to $Player_exp_temp * $EXP_Multiplier>>
<<set $Player_exp_temp to $Player_exp_temp + 0.0001>>
<<set $Player_exp_temp to Math.round($Player_exp_temp)>>
<<set $Player_exp to $Player_exp + $Player_exp_temp>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d3')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
The Glob lurches unevenly towards Mio before it deforms, a rudimentary tentacular 'limb' forming as it whips towards her, intent on delivering a gooey smack! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article gives Mio a goopy spank!
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article gives Mio a harsh, goopy spank, the tentacle slipping right past her defenses to strike critically!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<</if>>
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_damageroll to dice('1d3')>>
<<include "Combat Enemy Base Attack">>
The Glob's amorphous body suddenly takes on a darker tone, becoming more opaque and clouded. It trembles, a ring of small holed vents opening around it that immediately start venting a lavender gas, thick and sweet and sticky! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio is caught in the gas! Her biomechanicals flush heatedly!
<<include "sp2">>
$Player_alias takes $Enemy_damage Focus damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio is caught in the gas! Her biomechanicals flush heatedly, the Android unable to step out of the lustful miasma until it passes, critically stuck!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical Focus damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Enemy_dice = dice('1d20')>>
<<set $Enemy_accuracy = $Enemy_dice + $Enemy_accuracy_base>>
<<set $Enemy_dice = $Enemy_dice + $Enemy_attack_dice>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_agility>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_attack_accuracy>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_accuracy_buff>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_long_dodge_bonus>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_special_ability_dodge>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Enemy_concussion_severity>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_food_dodge>>
<<if $Enemy_bogged_down > 0>>
<<set $Enemy_accuracy = $Enemy_accuracy - 3>>
<</if>>
<<if $Player_bogged_down > 0>>
<<set $Enemy_accuracy = $Enemy_accuracy + 3>>
<</if>>
<<if $Perk_Double_Jointed is 1>>
<<set $Enemy_accuracy = $Enemy_accuracy - 1>>
<</if>>
<<if $Perk_Sixth_Sensor is 2>>
<<set $Enemy_accuracy = $Enemy_accuracy - 2>>
<</if>>
<<set $Enemy_damage = $Enemy_attack>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_damageroll>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_attack_damage>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_strength>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_strength_decay_buff>>
<<set $Enemy_damage = $Enemy_damage - $Enemy_concussion_severity>>
<<include "Combat Player Armour Calculation">>
<<include "Combat Enemy Element Attack Check">>
<<if $Enemy_damage < 1>>
<<set $Enemy_damage to 1>>
<</if>>
<<set $Player_dodgeroll = $Player_dodge>>
<<set $Player_dodgeroll = $Player_dodge + $Player_agility_total>>
<<if $Enemy_dice is 1>>
<<set $Enemy_success = 0>>
<<elseif $Enemy_dice gte 20>>
<<set $Enemy_success = 2>>
<<elseif $Enemy_accuracy gte $Player_dodgeroll or $Player_frozen > 0>>
<<set $Enemy_success = 1>>
<<elseif $Enemy_accuracy < $Player_dodgeroll>>
<<set $Enemy_success = 0>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_status_attack is "poison">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_poison_resist_natural>>
<<set $Enemy_poisoned to $Enemy_poisoned + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>poison</b> for $Enemy_poisoned rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "burn">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_burn_resist_natural>>
<<set $Enemy_burned to $Enemy_burned + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>burn</b> for $Enemy_burned rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "bleed">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_bleed_resist_natural>>
<<set $Enemy_bleeding to $Enemy_bleeding + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>bleed</b> for $Enemy_bleeding rounds! <<include "sp2">>
<<set $Enemy_bleeding_stacks to $Enemy_bleeding_stacks + 1>>
<</if>>
<</if>>
<<if $Player_status_attack is "paralyze">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_paralyze_resist_natural>>
<<set $Enemy_paralyzed to $Enemy_paralyzed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>paralyze</b> for $Enemy_paralyzed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "freeze">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_freeze_resist_natural>>
<<set $Enemy_frozen to $Enemy_frozen + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>freeze</b> for $Enemy_frozen rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "charm">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_charm_resist_natural>>
<<set $Enemy_charmed to $Enemy_charmed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>charm</b> for $Enemy_charmed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "clot">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_clot_resist_natural>>
<<set $Enemy_clot to $Enemy_clot + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>clot</b> for $Enemy_clot rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "curse">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_curse_resist_natural>>
<<set $Enemy_cursed to $Enemy_cursed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>curse</b> for $Enemy_cursed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "confuse">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_confuse_resist_natural>>
<<set $Enemy_confused to $Enemy_confused + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>confuse</b> for $Enemy_confused rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "petrify">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_petrify_resist_natural>>
<<set $Enemy_petrified to $Enemy_petrified + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>petrify</b> for $Enemy_petrified rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "glue">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_glue_resist_natural>>
<<set $Enemy_glued to $Enemy_glued + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>glue</b> for $Enemy_glued rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "disable">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_disable_resist_natural>>
<<set $Enemy_disabled to $Enemy_disabled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>disable</b> for $Enemy_disabled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "blind">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_blind_resist_natural>>
<<set $Enemy_blinded to $Enemy_blinded + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>blind</b> for $Enemy_blinded rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "soft">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_soft_resist_natural>>
<<set $Enemy_soft to $Enemy_soft + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>soft</b> for $Enemy_soft rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "drain">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_drain_resist_natural>>
<<set $Enemy_drained to $Enemy_drained + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>drain</b> for $Enemy_drained rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "silence">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_silence_resist_natural>>
<<set $Enemy_silenced to $Enemy_silenced + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>silence</b> for $Enemy_silenced rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "oil">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_oil_resist_natural>>
<<set $Enemy_oiled to $Enemy_oiled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>oil</b> for $Enemy_oiled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "chill">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_chill_resist_natural>>
<<set $Enemy_chilled to $Enemy_chilled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>chill</b> for $Enemy_chilled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "soak">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_soak_resist_natural>>
<<set $Enemy_soaked to $Enemy_soaked + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>soak</b> for $Enemy_soaked rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "infirm">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_infirm_resist_natural>>
<<set $Enemy_infirm to $Enemy_infirm + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>infirm</b> for $Enemy_infirm rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "concuss">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_concuss_resist_natural>>
<<set $Enemy_concussed to $Enemy_concussed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>concuss</b> for $Enemy_concussed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "drown">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_drown_resist_natural>>
<<set $Enemy_drowning to $Enemy_drowning + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>drown</b> for $Enemy_drowning rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "choke">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_choke_resist_natural>>
<<set $Enemy_choking to $Enemy_choking + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>choke</b> for $Enemy_choking rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "bog down">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_bogged_down_resist_natural>>
<<set $Enemy_bogged_down to $Enemy_bogged_down + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>bogged down</b> for $Enemy_bogged_down rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Player_status_attack is "static">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_static_resist_natural>>
<<set $Enemy_static to $Enemy_static + 1>>
$Enemy_Article has been inflicted with <b>static</b> and now has $Enemy_static stacks! <<include "sp2">>
<<if $Enemy_static gte 3>>
<<set $Player_temp3 to dice('4d3')>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Player_temp3, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
With a sudden flash and a -crack- that rends the air, the Static buildup detonates! Static is purged, but $Enemy_article takes<b> $Player_temp3 damage!</b> <br><br>
<<set $Enemy_static to 0>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_status_resist to 0>>
<<if $Enemy_status_attack is "poison">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_poison_resist_natural + $Player_poison_resist_armour + $Player_poison_resist_accessory + $Player_poison_resist_food + $Player_poison_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_poisoned to $Player_poisoned + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>poison</b> for $Player_poisoned rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "burn">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_burn_resist_natural + $Player_burn_resist_armour + $Player_burn_resist_accessory + $Player_burn_resist_food + $Player_burn_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_burned to $Player_burned + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>burn</b> for $Player_burned rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "bleed">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_bleed_resist_natural + $Player_bleed_resist_armour + $Player_bleed_resist_accessory + $Player_bleed_resist_food + $Player_bleed_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_bleeding to $Player_bleeding + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>bleed</b> for $Player_bleeding rounds! <<include "sp2">>
<<set $Player_bleeding_stacks to $Player_bleeding_stacks + 1>>
<</if>>
<</if>>
<<if $Enemy_status_attack is "paralyze">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_paralyze_resist_natural + $Player_paralyze_resist_armour + $Player_paralyze_resist_accessory + $Player_paralyze_resist_food + $Player_paralyze_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_paralyzed to $Player_paralyzed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>paralyze</b> for $Player_paralyzed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "freeze">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_freeze_resist_natural + $Player_freeze_resist_armour + $Player_freeze_resist_accessory + $Player_freeze_resist_food + $Player_freeze_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_frozen to $Player_frozen + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>freeze</b> for $Player_frozen rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "charm">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_charm_resist_natural + $Player_charm_resist_armour + $Player_charm_resist_accessory + $Player_charm_resist_food + $Player_charm_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_charmed to $Player_charmed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>charm</b> for $Player_charmed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "clot">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_clot_resist_natural + $Player_clot_resist_armour + $Player_clot_resist_accessory + $Player_clot_resist_food + $Player_clot_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_clot to $Player_clot + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>clot</b> for $Player_clot rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "curse">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_curse_resist_natural + $Player_curse_resist_armour + $Player_curse_resist_accessory + $Player_curse_resist_food + $Player_curse_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_cursed to $Player_cursed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>curse</b> for $Player_cursed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "confuse">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_confuse_resist_natural + $Player_confuse_resist_armour + $Player_confuse_resist_accessory + $Player_confuse_resist_food + $Player_confuse_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_confused to $Player_confused + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>confuse</b> for $Player_confused rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "petrify">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_petrify_resist_natural + $Player_petrify_resist_armour + $Player_petrify_resist_accessory + $Player_petrify_resist_food + $Player_petrify_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_petrified to $Player_petrified + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>petrify</b> for $Player_petrified rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "glue">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_glue_resist_natural + $Player_glue_resist_armour + $Player_glue_resist_accessory + $Player_glue_resist_food + $Player_glue_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_glued to $Player_glued + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>glue</b> for $Player_glued rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "disable">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_disable_resist_natural + $Player_disable_resist_armour + $Player_disable_resist_accessory + $Player_disable_resist_food + $Player_disable_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_disabled to $Player_disabled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>disable</b> for $Player_disabled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "blind">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_blind_resist_natural + $Player_blind_resist_armour + $Player_blind_resist_accessory + $Player_blind_resist_food + $Player_blind_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_blinded to $Player_blinded + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>blind</b> for $Player_blinded rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "soft">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_soft_resist_natural + $Player_soft_resist_armour + $Player_soft_resist_accessory + $Player_soft_resist_food + $Player_soft_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_soft to $Player_soft + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>soft</b> for $Player_soft rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "drain">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_drain_resist_natural + $Player_drain_resist_armour + $Player_drain_resist_accessory + $Player_drain_resist_food + $Player_drain_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_drained to $Player_drained + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>drain</b> for $Player_drained rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "silence">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_silence_resist_natural + $Player_silence_resist_armour + $Player_silence_resist_accessory + $Player_silence_resist_food + $Player_silence_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_silenced to $Player_silenced + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>silence</b> for $Player_silenced rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "oil">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_oil_resist_natural + $Player_oil_resist_armour + $Player_oil_resist_accessory + $Player_oil_resist_food+ $Player_oil_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_oiled to $Player_oiled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>oil</b> for $Player_oiled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "chill">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_chill_resist_natural + $Player_chill_resist_armour + $Player_chill_resist_accessory + $Player_chill_resist_food + $Player_chill_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_chilled to $Player_chilled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>chill</b> for $Player_chilled rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "soak">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_soak_resist_natural + $Player_soak_resist_armour + $Player_soak_resist_accessory + $Player_soak_resist_food + $Player_soak_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_soaked to $Player_soaked + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>soak</b> for $Player_soaked rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "infirm">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_infirm_resist_natural + $Player_infirm_resist_armour + $Player_infirm_resist_accessory + $Player_infirm_resist_food + $Player_infirm_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_infirm to $Player_infirm + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>infirm</b> for $Player_infirm rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "concuss">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_concuss_resist_natural + $Player_concuss_resist_armour + $Player_concuss_resist_accessory + $Player_concuss_resist_food + $Player_concuss_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_concussed to $Player_concussed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>concuss</b> for $Player_concussed rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "drown">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_drown_resist_natural + $Player_drown_resist_armour + $Player_drown_resist_accessory + $Player_drown_resist_food + $Player_drown_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_drowning to $Player_drowning + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>drown</b> for $Player_drowning rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "choke">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_choke_resist_natural + $Player_choke_resist_armour + $Player_choke_resist_accessory + $Player_choke_resist_food + $Player_choke_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Enemy_chokeed to $Player_choking + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>choke</b> for $Player_choking rounds! <<include "sp2">>
<</if>>
<</if>>
<<if $Enemy_status_attack is "bog down">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_bogged_down_resist_natural + $Player_bogged_down_resist_armour + $Player_bogged_down_resist_accessory + $Player_bogged_down_resist_food + $Player_bogged_down_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_bogged_down to $Player_bogged_down + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>bogged_down</b> for $Player_bogged_down rounds! <<include "sp2">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Core_Push_Cooldown gte 3>>
<<set $Player_core_push_strength to 3>>
<<set $Player_core_push_agility to 3>>
<<set $Player_core_push_wits to 3>>
<<set $Player_core_push_toughness to 3>>
<<else>>
<<set $Player_core_push_strength to 0>>
<<set $Player_core_push_agility to 0>>
<<set $Player_core_push_wits to 0>>
<<set $Player_core_push_toughness to 0>>
<</if>>
<<set $Player_strength_total to 0 + $Player_strength + $Player_strength_bonus + $Player_strength_decay_buff + $Player_food_strength + $Player_strength_accessory + $Player_core_push_strength>>
<<set $Player_agility_total to 0 + $Player_agility + $Player_agility_bonus + $Player_agility_decay_buff + $Player_food_agility + $Player_agility_accessory + $Player_core_push_agility>>
<<set $Player_wits_total to 0 + $Player_wits + $Player_wits_bonus + $Player_wits_decay_buff + $Player_food_wits + $Player_wits_accessory + $Player_core_push_wits>>
<<set $Player_toughness_total to 0 + $Player_toughness + $Player_toughness_bonus + $Player_toughness_decay_buff + $Player_food_toughness + $Player_toughness_accessory + $Player_core_push_toughness>>
<<set $Player_blunt_total to $Player_armour_blunt + $Player_blunt_natural + $Player_blunt_accessory + $Player_blunt_food>>
<<set $Player_piercing_total to $Player_armour_piercing + $Player_piercing_natural + $Player_piercing_accessory + $Player_piercing_food>>
<<set $Player_slashing_total to $Player_armour_slashing + $Player_slashing_natural + $Player_slashing_accessory + $Player_slashing_food>>
<<set $Player_fire_total to $Player_armour_fire + $Player_fire_natural + $Player_fire_accessory + $Player_fire_food>>
<<set $Player_elec_total to $Player_armour_elec + $Player_elec_natural + $Player_elec_accessory + $Player_elec_food>>
<<set $Player_ice_total to $Player_armour_ice + $Player_ice_natural + $Player_ice_accessory + $Player_ice_food>>
<<set $Player_poison_total to $Player_armour_poison + $Player_poison_natural + $Player_poison_accessory + $Player_poison_food>>
<<set $Player_holy_total to $Player_armour_holy + $Player_holy_natural + $Player_holy_accessory + $Player_holy_food>>
<<set $Player_void_total to $Player_armour_void + $Player_void_natural + $Player_void_accessory + $Player_void_food>>
<<set $Player_earth_total to $Player_armour_earth + $Player_earth_natural + $Player_earth_accessory + $Player_earth_food>>
<<set $Player_water_total to $Player_armour_water + $Player_water_natural + $Player_water_accessory + $Player_water_food>>
<<set $Player_wind_total to $Player_armour_wind + $Player_wind_natural + $Player_wind_accessory + $Player_wind_food>>
<<set $Player_EMP_total to $Player_armour_EMP + $Player_EMP_natural + $Player_EMP_accessory + $Player_EMP_food>>
<<set $Player_radiation_total to $Player_armour_radiation + $Player_radiation_natural + $Player_radiation_accessory + $Player_radiation_food>>
<<set $Player_sonic_total to $Player_armour_sonic + $Player_sonic_natural + $Player_sonic_accessory + $Player_sonic_food>>
<<set $Player_energy_total to $Player_armour_energy + $Player_energy_natural + $Player_energy_accessory + $Player_energy_food>>
<<set $Player_acid_total to $Player_armour_acid + $Player_acid_natural + $Player_acid_accessory + $Player_acid_food>>
<<set $Player_skill_lift_actual to $Player_skill_lift + $Player_strength_total + $Player_skill_lift_accessory + $Player_skill_lift_consumable>>
<<set $Player_skill_temp to $Player_strength_total + $Player_strength_total + $Player_agility_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_athletics_actual to $Player_skill_athletics + $Player_skill_temp + $Player_skill_athletics_accessory + $Player_skill_athletics_consumable>>
<<set $Player_skill_temp to $Player_strength_total + $Player_strength_total + $Player_wits_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_survival_actual to $Player_skill_survival + $Player_skill_temp + $Player_skill_survival_accessory + $Player_skill_survival_consumable>>
<<set $Player_skill_sleight_actual to $Player_skill_sleight + $Player_agility_total + $Player_skill_sleight_accessory + $Player_skill_sleight_consumable>>
<<set $Player_skill_temp to $Player_agility_total + $Player_agility_total + $Player_strength_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_acrobatics_actual to $Player_skill_acrobatics + $Player_skill_temp + $Player_skill_acrobatics_accessory + $Player_skill_acrobatics_consumable>>
<<set $Player_skill_temp to $Player_agility_total + $Player_agility_total + $Player_wits_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_perform_actual to $Player_skill_perform + $Player_skill_temp + $Player_skill_perform_accessory + $Player_skill_perform_consumable>>
<<set $Player_skill_science_actual to $Player_skill_science + $Player_wits_total + $Player_skill_science_accessory + $Player_skill_science_consumable>>
<<set $Player_skill_temp to $Player_wits_total + $Player_wits_total + $Player_strength_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_handiwork_actual to $Player_skill_handiwork + $Player_skill_temp + $Player_skill_handiwork_accessory + $Player_skill_handiwork_consumable>>
<<set $Player_skill_temp to $Player_wits_total + $Player_wits_total + $Player_agility_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_diplomacy_actual to $Player_skill_diplomacy + $Player_skill_temp + $Player_skill_diplomacy_accessory + $Player_skill_diplomacy_consumable>>
<<set $Player_flowbase to 5>>
<<set $Player_flowbase to $Player_flowbase * $Player_wits_total>>
<<set $Player_flowbase to $Player_flowbase + 5>>
<<set $Player_shield_max to $Perk_Shield_Recalibration + $Player_shield_perk + $Player_shield_armour + $Player_shield_accessory + $Player_shield_natural>>
<<set $Player_shield_max_fake to $Player_shield_max + 0.000001>>
<<if $Player_skill_lift_progress gte 100>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress - 100>>
<<set $Player_skill_lift to $Player_skill_lift + 1>>
<</if>>
<<if $Player_skill_athletics_progress gte 100>>
<<set $Player_skill_athletics_progress to $Player_skill_athletics_progress - 100>>
<<set $Player_skill_athletics to $Player_skill_athletics + 1>>
<</if>>
<<if $Player_skill_survival_progress gte 100>>
<<set $Player_skill_survival_progress to $Player_skill_survival_progress - 100>>
<<set $Player_skill_survival to $Player_skill_survival + 1>>
<</if>>
<<if $Player_skill_sleight_progress gte 100>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress - 100>>
<<set $Player_skill_sleight to $Player_skill_sleight + 1>>
<</if>>
<<if $Player_skill_acrobatics_progress gte 100>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress - 100>>
<<set $Player_skill_acrobatics to $Player_skill_acrobatics + 1>>
<</if>>
<<if $Player_skill_perform_progress gte 100>>
<<set $Player_skill_perform_progress to $Player_skill_perform_progress - 100>>
<<set $Player_skill_perform to $Player_skill_perform + 1>>
<</if>>
<<if $Player_skill_science_progress gte 100>>
<<set $Player_skill_science_progress to $Player_skill_science_progress - 100>>
<<set $Player_skill_science to $Player_skill_science + 1>>
<</if>>
<<if $Player_skill_handiwork_progress gte 100>>
<<set $Player_skill_handiwork_progress to $Player_skill_handiwork_progress - 100>>
<<set $Player_skill_handiwork to $Player_skill_handiwork + 1>>
<</if>>
<<if $Player_skill_diplomacy_progress gte 100>>
<<set $Player_skill_diplomacy_progress to $Player_skill_diplomacy_progress - 100>>
<<set $Player_skill_diplomacy to $Player_skill_diplomacy+ 1>>
<</if>>
<<if $Player_combat is 1>>
<<set $Enemy_morale to $Enemy_hp / $Enemy_hp_max>>
<<set $Enemy_morale to $Enemy_morale * 100>>
<<set $Enemy_morale to Math.round($Enemy_morale)>>
<<set $Enemy_morale to $Enemy_morale + $Enemy_morale_bonus>>
<<if $Enemy_morale < 0>>
<<set $Enemy_morale to 0>>
<</if>>
<<if $Enemy_morale > 100>>
<<set $Enemy_morale to 100>>
<</if>>
<<set $Enemy_strength_total to $Enemy_strength>>
<<set $Enemy_agility_total to $Enemy_agility>>
<<set $Enemy_wits_total to $Enemy_wits>>
<<set $Enemy_toughness_total to $Enemy_toughness>>
<</if>>
<<if $Weather_active is 1>>
<<include "Weather System">>
<</if>>
<<include "Adjust All Bars">>
<<include "Context and Surprise Tracker">>
<<if $game_name is "MERCANOID">>
<<set $Player_morale_temp to $MERCASAVED * 5>>
<<set $Player_morale to Math.clamp(50 + $Player_morale_temp, 0, 100)>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_alias is "Mio">>
<<include "Character Profile - Mio">>
<</if>>
<</nobr>><<nobr>>
<<if $level_cap is "Disabled">>
<<set $level_cap_actual to 100>>
<<elseif $level_cap is "Strict">>
<<set $level_cap_actual to $level_cap_level + 1>>
<<else>>
<<set $level_cap_actual to $level_cap_level>>
<</if>>
<<if $Player_exp gte $Player_exp_max and $Player_exp_max isnot 0 and $Player_level lt $level_cap_actual>>
<<if $Player_combat gte 1>>
$Player_alias can level up... but not during combat!
<<else>>
$Player_alias has enough exp to <b><<link "level up!">><<dialog>><<include "Level Up Setup">><</dialog>><</link>></b> EXP gained in the meantime will be banked.
<<include "sp2">>
<</if>>
<<else>>
<<if $Player_level gte 10>>
$Player_alias is level <<= $Player_level>> and has reached the limit of $her capabilities.
<</if>>
<<if $Player_level gte $level_cap_actual>>
$Player_alias has hit the level cap for now! It will increase with progress.
<</if>>
<</if>>
<<set $Player_exp_temp to 0.0 + ($Player_exp / $Player_exp_max) * 100>>
<<set $Player_exp_temp to Math.round ($Player_exp_temp)>>
<</nobr>><<if $Player_exp_max isnot 0>>$Player_alias is currently <b>Level <<= $Player_level>>,</b> with <<= $Player_exp>>/<<= $Player_exp_max>> exp - or, <<= $Player_exp_temp>>% to the next level.<</if>>
<u>Primary attributes affect everything $Player_alias does. They are gained every odd level (3, 5, 7, etc.))</u>
<b>STRENGTH -</b> $Player_strength natural, $Player_strength_total post-enhancements. Scales Forceful attacks, and most gear equip-checks.
<b>AGILITY -</b> $Player_agility natural, $Player_agility_total post-enhancements. Scales Agile attacks, and improves dodge chance in fights.
<b>WITS -</b> $Player_wits natural, $Player_wits_total post-enhancements. Scales Tricky attacks, improves starting Flow in fights, and is required for some gear equip-checks.
<b>TOUGHNESS -</b> $Player_toughness natural, $Player_toughness_total post-enhancements. Scales natural armour in combat.
<u>Skills are used out of combat to determine certain interactions. Two skills can be increased by 1 point each on level-up, and skills increase slightly when used.</u>
<<= $Player_skill_lift_actual>> <b>Lift</b> (STR) is a measure of <<= $Player_alias>>'s ability to physically manipulate the world around them. Currently at <<= $Player_skill_lift>>, scaling to <<= $Player_skill_lift_actual>>.
<<= $Player_skill_athletics_actual>> <b>Athletics</b> (STR/AGI) determines both <<= $Player_alias>>'s stamina and capability for physical activity. Currently at <<= $Player_skill_athletics>>, scaling to <<= $Player_skill_athletics_actual>>.
<<= $Player_skill_survival_actual>> <b>Survival</b> (STR/WIT) aids <<= $Player_alias>> in spotting useful or dangerous things others might not notice. Currently at <<= $Player_skill_survival>>, scaling to <<= $Player_skill_survival_actual>>.
<<= $Player_skill_sleight_actual>> <b>Sleight</b> (AGI) determines skill at lockpicking, stealth and pickpocketing. Currently at <<= $Player_skill_sleight>>, scaling to <<= $Player_skill_sleight_actual>>.
<<= $Player_skill_acrobatics_actual>> <b>Acrobatics</b> (AGI/STR) governs leaping and hand-eye-coordination. Currently at <<= $Player_skill_acrobatics>>, scaling to <<= $Player_skill_acrobatics_actual>>.
<<= $Player_skill_perform_actual>> <b>Perform</b> (AGI/WIT) decides how talented <<= $Player_alias>> is at performance; dancing, singing, etc. Currently at <<= $Player_skill_perform>>, scaling to <<= $Player_skill_perform_actual>>.
<<= $Player_skill_science_actual>> <b>Science</b> (WIT) is a measure of scientific ability, computer use and hacking ability. Currently at <<= $Player_skill_science>>, scaling to <<= $Player_skill_science_actual>>.
<<= $Player_skill_handiwork_actual>> <b>Handiwork</b> (WIT/STR) determines how skilled <<= $Player_alias>> is at crafting and repair. Currently at <<= $Player_skill_handiwork>>, scaling to <<= $Player_skill_handiwork_actual>>.
<<= $Player_skill_diplomacy_actual>> <b>Diplomacy</b> (WIT/AGI) governs the ability to convince, decieve, intimidate and trick others. Currently at <<= $Player_skill_diplomacy>>, scaling to <<= $Player_skill_diplomacy_actual>>.
<u>Perks are gained every even level (2, 4, 6, etc).</u>
<<nobr>>
<<if $Perk_Placeholder is 1>><b>PERKNAME</b> - PERKDESCRIPTION<<include "sp">><</if>>
<<if $Player_alias is "Mio">><b>Mission-Minded</b> - Mio is an android. She starts with 50 Morale - conferring no penalties or bonuses - and this cannot be changed by usual means.<<include "sp">><</if>>
<<if $Player_alias is "Mio">><b>Spark of Rebellion</b> - Mio's morale improves by 5 for each person she rescues.<<include "sp">><</if>>
<<if $Perk_Shield_Recalibration is 5>><b>Shield Recalibration</b> - Shield is permanently increased by 5, thanks to some optimization.<<include "sp">><</if>>
<<if $Perk_Capacitor_Discharge is 1>><b>Capacitor Discharge</b> - Shield can be purged to deal Elec damage equalling 50%.<<include "sp">><</if>>
<<if $Perk_Static_Cling is 1>><b>Static Cling</b> - When Shield is reduced to 0, may Paralyze enemy.<<include "sp">><</if>>
<<if $Perk_Kinetic_Recycler is 1>><b>Kinetic Recycler</b> - A small portion of spent Flow is reimbursed as more Flow.<<include "sp">><</if>>
<<if $Perk_Sixth_Sensor is 1>><b>Sixth Sensor</b> - Dodge is increased by 2. <<include "sp">><</if>>
<<if $Perk_Battle_Hardened is 1>><b>Battle Hardened</b> - Armour has been reoriented, improving defence by 1.<<include "sp">><</if>>
<<if $Perk_Emergency_Nanobots is 1>><b>Emergency Nanobots</b> - Emergency Shielding has been improved and now heals HP for 25% and Focus for 12.5%.<<include "sp">><</if>>
<<if $Perk_B4B3 is 1>><b>B4B3</b> - <span style="color:#D891EB">"I'll do my best, M10!"</span> -- B4B3 offers fire support in combat.<<include "sp">><</if>>
<<if $Perk_Evasive_Thrusters is 1>><b>Evasive Thrusters</b> - Defend now also significantly improves Dodge.<<include "sp">><</if>>
<<if $Perk_Observe_From_On_High is 1>><b>Observe From On High</b> - After using Defend, the next attack has a damage boost.<<include "sp">><</if>>
<</nobr>><<nobr>>
<<set $Quests_Log to "Active">>
<div align="center" style="font-size: 150%;">
<<link "Completed Tasks">><<dialog>><<include "Completed Quests">><</dialog>><</link>> ------ <<link "Codex">><<dialog>><<include "Codex Base">><</dialog>><</link>></div>
<hrt><hr></hrt>
<b>Main Tasks:</b>
<br><br>
<<if $Quest_Operation_Rosebud_Stage gte 1>>
<b>FACTION: MERCANOID Solutions™, on behalf of TentaCo™</b>
<br>
<<link "Operation Rosebud">><<dialog>><<include "Quest - MSQ - Operation Rosebud">><</dialog>><</link>> -- Get to the Sled, launch the goods.
<br>
--------------
<br>
<</if>>
<br>
<b>Extra Tasks:</b>
<br><br>
<<if $MS_Armoury_Quest gte 1 and $MS_Armoury_Quest lt 4>>
<<link "The Keys to the Armoury">><<dialog>><<include "Quest - Side - The Armoury">><</dialog>><</link>> -- Goodies galore await in the armoury.
<br>
------
<br>
<</if>>
<<if $MS_M4X_Quest gte 1 and $MS_M4X_Quest lt 6>>
<<link "Vendor Splendor">><<dialog>><<include "Quest - Side - Vendor Splendor">><</dialog>><</link>> -- Vending machines can fall in love, get used to it.
<br>
------
<br>
<</if>>
<<if $MERCASAVED gte 1 and $MERCASAVED lt 11>>
<<link "Save The Screwed">><<dialog>><<include "Quest - Side - Save The Screwed">><</dialog>><</link>> -- Take care of tentacular trouble.
<br>
------
<br>
<</if>>
<<if $MERCA_Vent gte 1 and $MERCA_Vent lt 2>>
<<link "I Need To Vent">><<dialog>><<include "Quest - Side - I Need To Vent">><</dialog>><</link>> -- A shortcut awaits behind this grate.
<br>
------
<br>
<</if>>
<<if $MS_Jii_Case gte 1 and $MS_Jii_Case lt 3>>
<<link "Zip Zap Contraband">><<dialog>><<include "Quest - Side - Zip Zap Contraband">><</dialog>><</link>> -- What's in the box!?
<br>
------
<br>
<</if>>
<<if $MS_Calibrations_My_Dear gte 1 and $MS_Calibrations_My_Dear lt 5>>
<<link "Calibrations, My Dear">><<dialog>><<include "Quest - Side - Calibrations, My Dear">><</dialog>><</link>> -- Hope she doesn't forget to carry the 1.
<br>
------
<br>
<</if>>
<<if $Isolde_Quest gte 1 and $Isolde_Quest lt 5>>
<<link "Earning Your Stripes">><<dialog>><<include "Quest - Side - Earning Your Stripes">><</dialog>><</link>> -- The Tiger's troubling trials.
<br>
------
<br>
<</if>>
<<if $MS_Head_Over_Heels gte 1 and $MS_Head_Over_Heels lt 3>>
<<link "Head Over Heels">><<dialog>><<include "Quest - Side - Head Over Heels">><</dialog>><</link>> -- Some couples just can't help being inconveniently raunchy.
<br>
------
<br>
<</if>>
<<if $MERCANOID_Blankenship_Quest gte 1 and $MERCANOID_Blankenship_Quest lt 4>>
<<link "The Chesty Professor">><<dialog>><<include "Quest - Side - The Chesty Professor">><</dialog>><</link>> -- Uninvited guests make video lectures more interesting.
<br>
------
<br>
<</if>>
<<if $MERCA_Selene_Quest gte 1 and $MERCA_Selene_Quest lt 3>>
<<link "Serene Selene">><<dialog>><<include "Quest - Side - Serene Selene">><</dialog>><</link>> -- You can take the Elf out of the forest, but...
<br>
------
<br>
<</if>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage gte 1 and $Quest_Cybernetic_Slip_And_Slide_Stage lt 3>>
<<link "Cybernetic Slip and Slide">><<dialog>><<include "Quest - Side - Cybernetic Slip and Slide">><</dialog>><</link>> -- Sometimes Mimics bite off more than they can chew.
<br>
------
<br>
<</if>>
<<if $MS_Ruzi_Quest gte 1 and $MS_Ruzi_Quest lt 3>>
<<link "Gimme a Hand Or Four">><<dialog>><<include "Quest - Side - Gimme A Hand Or Four">><</dialog>><</link>> -- Handsy fellow, isn't he?
<br>
------
<br>
<</if>>
<<if $MS_Iziria_Quest gte 1 and $MS_Iziria_Quest lt 4>>
<<link "The SR Rep From Hell">><<dialog>><<include "Quest - Side - The SR Rep From Hell">><</dialog>><</link>> -- Just lodge an SR complaint-- oh, wait...
<br>
------
<br>
<</if>>
<<if $MS_Mean_Bite gte 1 and $MS_Mean_Bite lt 3>>
<<link "A Mean Bite">><<dialog>><<include "Quest - Side - A Mean Bite">><</dialog>><</link>> -- Deal with a hissy fit.
<br>
------
<br>
<</if>>
<</nobr>><span id="options"><<nobr>>
<div align='center' style='font-size: 130%;'>
<<link "Accessibility Settings">><<script>>UI.settings();<</script>><</link>> - You can adjust non-gameplay settings like font size here.
<br>
<<link "Content Filters">>
<<dialog>><<include "Options - Filters">><</dialog>><</link>> - You can adjust what adult content you want to see here.<br></div><br><div align='center'>
-------------- <b>GAMEPLAY OPTIONS</b> --------------<br>
<b>DIFFICULTY -- $difficulty</b><br>
Without affecting rewards (exp/gold), tweak all enemy encounters to be weaker or stronger. 'Medium' is default. On Easy, enemies are more easily dealt with and require less thought to defeat. On Hard, resistances and gear choice matter more due to higher stats and durability!
<br>
<<if $difficulty is "Easy">><b>Easy</b><<else>><<link "Easy">><<set $difficulty to "Easy">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $difficulty is "Medium">><b>Medium</b><<else>><<link "Medium">><<set $difficulty to "Medium">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $difficulty is "Hard">><b>Hard</b><<else>><<link "Hard">><<set $difficulty to "Hard">><<replace "#options">><<include "Options">><</replace>><</link>><</if>>
<br><br>----------------------------<br>
<b>LEVEL CAP -- $level_cap</b><br>
Implements a hard level cap that updates as the game progresses, preventing overlevelling from capstone challenges (bosses, main quests, etc). Disabled by default. +1 increases this cap by 1, for a less harsh challenge.
<br>
<<if $level_cap is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $level_cap to "Disabled">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $level_cap is "+1">><b>+1</b><<else>><<link "+1">><<set $level_cap to "+1">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $level_cap is "Strict">><b>Strict</b><<else>><<link "Strict">><<set $level_cap to "Strict">><<replace "#options">><<include "Options">><</replace>><</link>><</if>>
<br><br>----------------------------<br>
<b>MONEY MULTIPLIER -- $Money_Multiplier</b><br>
Multiplies the amount of $gold earned from combat, in increments of 0.25. A number lower than 1 will decrease the amount. 0 disables.
<br>
<<link "- Decrease -">><<set $Money_Multiplier to Math.clamp($Money_Multiplier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $Money_Multiplier to Math.clamp($Money_Multiplier + 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>>
<br><br>----------------------------<br>
<b>EXP MULTIPLIER -- $EXP_Multiplier</b><br>
Multiplies the amount of EXP earned from combat, in increments of 0.25. A number lower than 1 will decrease the amount. 0 disables.
<br>
<<link "- Decrease -">><<set $EXP_Multiplier to Math.clamp($EXP_Multiplier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $EXP_Multiplier to Math.clamp($EXP_Multiplier + 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>>
<br><br>----------------------------<br>
<b>ENCOUNTER RATE -- $encounter_modifier</b><br>
Makes encounters happen less or more frequently (in terms of average! Not a flat-rate addition/subtraction.) Lower means more encounters, but '0' disables random encounters.
<br>
<<link "- Decrease -">><<set $encounter_modifier to Math.clamp($encounter_modifier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $encounter_modifier to Math.clamp($encounter_modifier + 0.25, 0, 2)>><<replace "#options">><<include "Options">><</replace>><</link>><br>
<<if $encounter_modifier is 0>>
<<set $en to 9999999>>
<<set $encounter_disabled to 1>>
<</if>>
<<if $encounter_modifier > 0 and $encounter_disabled is 1>>
<<set $encounter_disabled to 0>>
<<set $en to 6>>
<</if>>
</div><</nobr>></span><<set $Icon_Up_Arrow to "https://i.imgur.com/5TPvUId.png">>
<<set $Icon_Up_Arrow_Inactive to "https://i.imgur.com/byhz93v.png">>
<<set $Icon_Left_Arrow to "https://i.imgur.com/Tx576N4.png">>
<<set $Icon_Left_Arrow_Inactive to "https://i.imgur.com/LAqpYbQ.png">>
<<set $Icon_Down_Arrow to "https://i.imgur.com/8dEhBI0.png">>
<<set $Icon_Down_Arrow_Inactive to "https://i.imgur.com/7t9Q5ai.png">>
<<set $Icon_Right_Arrow to "https://i.imgur.com/4fv4OPK.png">>
<<set $Icon_Right_Arrow_Inactive to "https://i.imgur.com/94PP9xs.png">>
<<set $Inventory_Left_Arrow to "https://i.imgur.com/h98nLwM.png">>
<<set $Inventory_Right_Arrow to "https://i.imgur.com/TgdpS6Z.png">>
<<set $Icon_Inventory_Left_Arrow_Inactive to "https://i.imgur.com/haz1ltj.png">>
<<set $Icon_Inventory_Right_Arrow_Inactive to "https://i.imgur.com/iLKc8gn.png">>
<<set $Save_Icon to "https://i.imgur.com/VC8SjLu.png">>
<<set $Restart_Icon to "https://i.imgur.com/Mcfg5kh.png">>
<<set $Fullscreen_Icon to "https://i.imgur.com/7qf5tQH.png">>
<<set $Mirror_Icon to "https://i.imgur.com/jhs2hkd.png">>
<<set $Experience_Icon to "https://i.imgur.com/vYMhaHt.png">>
<<set $Experience_Icon_Empty to "https://i.imgur.com/vYMhaHt.png">>
<<set $Experience_Icon_Full to "https://i.imgur.com/55OxDxe.png">>
<<set $Quests_Icon to "https://i.imgur.com/5oMR0aa.png">>
<<set $Options_Icon to "https://i.imgur.com/7Q3vFiE.png">>
<<set $Weapon_Button_Icon to "https://i.imgur.com/W0dpSMO.png">>
<<set $Subweapon_Button_Icon to "https://i.imgur.com/7BECETf.png">>
<<set $Armour_Button_Icon to "https://i.imgur.com/TmRLynT.png">>
<<set $Clothing_Button_Icon to "https://i.imgur.com/CiSNkmy.png">>
<<set $Item_Button_Icon to "https://i.imgur.com/Xh3i88m.png">>
<<set $Key_Button_Icon to "https://i.imgur.com/rLHQLQv.png">>
<<set $Accessory_Button_Icon to "https://i.imgur.com/6sCG9oC.png">>
<<set $Crafting_Button_Icon to "https://i.imgur.com/N9UUdDi.png">>
<<set $icon_tumbler_down to "https://i.imgur.com/81wpfpr.png">>
<<set $icon_tumbler_up to "https://i.imgur.com/2YZ4UeX.png">>
<<set $marker_bed to "https://i.imgur.com/bZ1IO1B.png">>
<<set $marker_botany to "https://i.imgur.com/fkdNNOQ.png">>
<<set $marker_button_pressed to "https://i.imgur.com/cU9Py7z.png">>
<<set $marker_button to "https://i.imgur.com/DPcXMbQ.gif">>
<<set $marker_chest to "https://i.imgur.com/laSIfbD.png">>
<<set $marker_cog to "https://i.imgur.com/5dYxgDG.png">>
<<set $marker_combat to "https://i.imgur.com/kxhpsme.png">>
<<set $marker_fishing to "https://i.imgur.com/SqTq1xR.png">>
<<set $marker_food to "https://i.imgur.com/gnrwBQc.png">>
<<set $marker_grate to "https://i.imgur.com/J6Qn2pO.png">>
<<set $marker_gun to "https://i.imgur.com/N7LFvKT.png">>
<<set $marker_health to "https://i.imgur.com/vX7IvO8.png">>
<<set $marker_key to "https://i.imgur.com/nwMB6aD.png">>
<<set $marker_ladder to "https://i.imgur.com/2vVEQlX.png">>
<<set $marker_lock to "https://i.imgur.com/Ps60DUk.png">>
<<set $marker_lock_unlocked to "https://i.imgur.com/Gz40cqn.png">>
<<set $marker_look to "https://i.imgur.com/A2HgzVY.png">>
<<set $marker_message to "https://i.imgur.com/zgpMnb4.png">>
<<set $marker_mining to "https://i.imgur.com/DHHI7o7.png">>
<<set $marker_NPC to "https://i.imgur.com/fwFz2Oi.png">>
<<set $marker_shield to "https://i.imgur.com/ckAOHnC.png">>
<<set $marker_shop to "https://i.imgur.com/9mLOVbZ.png">>
<<set $marker_skull to "https://i.imgur.com/qKzESBs.png">>
<<set $marker_something to "https://i.imgur.com/RKSrybp.png">>
<<set $marker_stairs to "https://i.imgur.com/ogJOp3d.png">>
<<set $marker_terminal to "https://i.imgur.com/Dp8uOqg.png">>
<<set $marker_wrench to "https://i.imgur.com/4H6VVCJ.png">>
<<set $marker_jump to "https://i.imgur.com/ITWbHyA.png">>
<<set $marker_jump_vert to "https://i.imgur.com/scKmGOG.png">>
<<set $marker_jump_side to "https://i.imgur.com/jAyJQrl.png">>
<<set $Zipper_Arm_Cannon_Icon to "https://i.imgur.com/qLagmnQ.png">>
<<set $Zipper_Arm_Cannon_Equipped_Icon to "https://i.imgur.com/MHWuFyE.png">>
<<set $Shredder_Rifle_Icon to "https://i.imgur.com/ttkItC1.png">>
<<set $Shredder_Rifle_Equipped_Icon to "https://i.imgur.com/evlm3ga.png">>
<<set $Bug_Hunter_Icon to "https://i.imgur.com/JK4bHwI.png">>
<<set $Bug_Hunter_Equipped_Icon to "https://i.imgur.com/NymYDWb.png">>
<<set $Truthseeker_Smartbow_Icon to "https://i.imgur.com/sK2qzuK.png">>
<<set $Truthseeker_Smartbow_Equipped_Icon to "https://i.imgur.com/cqCTfhu.png">>
<<set $Portable_Hull_Cleanser_Icon to "https://i.imgur.com/SINjkUR.png">>
<<set $Portable_Hull_Cleanser_Equipped_Icon to "https://i.imgur.com/vEHnNU9.png">>
<<set $Flakks_Cannon_Icon to "https://i.imgur.com/85PUpEn.png">>
<<set $Flakks_Cannon_Equipped_Icon to "https://i.imgur.com/X8a1dMd.png">>
<<set $Torch_Kanabo_Icon to "https://i.imgur.com/biDGjSs.png">>
<<set $Torch_Kanabo_Equipped_Icon to "https://i.imgur.com/KxSuhPX.png">>
<<set $Freqblade_Knife_Icon to "https://i.imgur.com/1fz2wxZ.png">>
<<set $Freqblade_Knife_Equipped_Icon to "https://i.imgur.com/DWgtCDW.png">>
<<set $Overcharged_Tazer_Icon to "https://i.imgur.com/AKTg2of.png">>
<<set $Overcharged_Tazer_Equipped_Icon to "https://i.imgur.com/O1BKpjZ.png">>
<<set $Riot_Grenade_Printer_Icon to "https://i.imgur.com/jmtpgj1.png">>
<<set $Riot_Grenade_Printer_Equipped_Icon to "https://i.imgur.com/vRpeECj.png">>
<<set $Cybuckler_Icon to "https://i.imgur.com/YuB6ScK.png">>
<<set $Cybuckler_Equipped_Icon to "https://i.imgur.com/zn8seIa.png">>
<<set $DEFF_Ray_Icon to "https://i.imgur.com/Jllty1b.png">>
<<set $DEFF_Ray_Equipped_Icon to "https://i.imgur.com/rdu7e01.png">>
<<set $Resolver_Icon to "https://i.imgur.com/NYnzqvu.png">>
<<set $Resolver_Equipped_Icon to "https://i.imgur.com/aViFUgR.png">>
<<set $Impact_Vest_Icon to "https://i.imgur.com/WIK762S.png">>
<<set $Impact_Vest_Equipped_Icon to "https://i.imgur.com/K6GuSPi.png">>
<<set $Security_Armour_Overlay_Icon to "https://i.imgur.com/Cwbf2f7.png">>
<<set $Security_Armour_Overlay_Equipped_Icon to "https://i.imgur.com/ARdLIwf.png">>
<<set $Reactive_Biosuit_Icon to "https://i.imgur.com/C5ONuRJ.png">>
<<set $Reactive_Biosuit_Equipped_Icon to "https://i.imgur.com/vQo1Of4.png">>
<<set $Breaching_Wear_Icon to "https://i.imgur.com/elP4mni.png">>
<<set $Breaching_Wear_Equipped_Icon to "https://i.imgur.com/10CiCPB.png">>
<<set $Starslave_Bikini_Icon to "https://i.imgur.com/97p5PSF.png">>
<<set $Starslave_Bikini_Equipped_Icon to "https://i.imgur.com/qzQePcX.png">>
<<set $Security_Uniform_Icon to "https://i.imgur.com/gcx80Ok.png">>
<<set $Security_Uniform_Equipped_Icon to "https://i.imgur.com/JhQGdPF.png">>
<<set $Breaching_Jacket_Icon to "https://i.imgur.com/hizmL3j.png">>
<<set $Breaching_Jacket_Equipped_Icon to "https://i.imgur.com/P3PoNQe.png">>
<<set $Gas_Mask_Icon to "https://i.imgur.com/Z3QAPc7.png">>
<<set $Gas_Mask_Equipped_Icon to "https://i.imgur.com/k7GZKlo.png">>
<<set $TALE_Device_Icon to "https://i.imgur.com/XtUk7sq.png">>
<<set $TALE_Device_Equipped_Icon to "https://i.imgur.com/E6NxT0B.png">>
<<set $Fang_Necklace_Icon to "https://i.imgur.com/599M9CF.png">>
<<set $Fang_Necklace_Equipped_Icon to "https://i.imgur.com/BT6N7hi.png">>
<<set $Obsidian_Ring_Icon to "https://i.imgur.com/oHtS0Dx.png">>
<<set $Obsidian_Ring_Equipped_Icon to "https://i.imgur.com/i0GOdfE.png">>
<<set $Health_Potion_Icon = "https://i.imgur.com/tmyxBow.png">>
<<set $Pain_Relief_Icon = "https://i.imgur.com/BfoX9OH.png">>
<<set $Smartpick_Icon = "https://i.imgur.com/BJtgk1L.png">>
<<set $Smart_Bandage_Icon = "https://i.imgur.com/RT1u1JB.png">>
<<set $Gold_Nugget_Icon = "https://i.imgur.com/yuRrdqL.png">>
<<set $Glow_Shard_Icon = "https://i.imgur.com/7Bf0le3.png">>
<<set $Sober_Strobe_Icon = "https://i.imgur.com/lvoGpEq.png">>
<<set $Acid_Grenade_Icon = "https://i.imgur.com/zm7olWc.png">>
<<set $Redline_Icon = "https://i.imgur.com/2EN8Atc.png">>
<<set $Glow_Crystal_Icon = "https://i.imgur.com/w2prgcG.png">>
<<set $Silence_Thought_Icon = "https://i.imgur.com/EyUe8Gd.png">>
<<set $Portable_MediStation_Icon = "https://i.imgur.com/KDVCH1d.png">>
<<set $Smart_Pill_Icon = "https://i.imgur.com/UowYPao.png">>
<<set $Medi_Drone_Icon = "https://i.imgur.com/IDlPP07.png">>
<<set $Energized_Throwing_Knife_Icon = "https://i.imgur.com/sIgg5G2.png">>
<<set $Unstable_Power_Core_Icon = "https://i.imgur.com/VKORRUx.png">>
<<set $Dataprick_Icon = "https://i.imgur.com/CQq8L7B.png">>
<<set $Leathegg_Icon = "https://i.imgur.com/knwbXNZ.png">>
<<set $Glob_Core_Icon = "https://i.imgur.com/fJGsa22.png">>
<<set $Active_Glob_Core_Icon = "https://i.imgur.com/UECw96A.png">>
<<set $Ransacked_Medkit_Icon = "https://i.imgur.com/unX2dA3.png">>
<<set $Sneerz_Soda_Icon = "https://i.imgur.com/lgy7gKG.png">>
<<set $Tentakoyaki_Flavour_Chips_Icon = "https://i.imgur.com/QChRCtP.png">>
<<set $Used_TentaCan_Icon = "https://i.imgur.com/Ra2PP4U.png">>
<<set $Paravine_Icon = "https://i.imgur.com/aCF1kby.png">>
<<set $Writhing_Tentacle_Icon = "https://i.imgur.com/myjb3AU.png">>
<<set $Glob_Gloop_Icon = "https://i.imgur.com/Cdk2RxV.png">>
<<set $Busted_Terminal_Icon = "https://i.imgur.com/VEq5q7y.png">>
<<set $Bio_Sample_Icon = "https://i.imgur.com/GmRpGY2.png">>
<<set $Snapper_Flower_Icon = "https://i.imgur.com/yZ11CqJ.png">>
<<set $Incredibly_Poisonous_Mushroom_Icon = "https://i.imgur.com/4uQZeOn.png">>
<<set $Goop_Cube_Icon = "https://i.imgur.com/WXkCksP.png">>
<<set $Suspiciously_Green_Liquid_Icon = "https://i.imgur.com/lA5Us9L.png">>
<<set $Expectedly_Pink_Liquid_Icon = "https://i.imgur.com/DkZlF69.png">>
<<set $Ruined_Floor_Tile_Icon = "https://i.imgur.com/CkDBlN7.png">>
<<set $Chewed_Up_Keycard_Icon = "https://i.imgur.com/oEcZLTp.png">>
<<set $Broken_Chain_Icon = "https://i.imgur.com/AbWJkTv.png">>
<<set $Level_1_Keycard_Icon = "https://i.imgur.com/179DoyF.png">>
<<set $Level_2_Keycard_Icon = "https://i.imgur.com/ldcOaoi.png">>
<<set $Territorial_Acid_Icon = "https://i.imgur.com/i6vPRPd.png">>
<<set $Orange_Canister_Icon = "https://i.imgur.com/sIlHa50.png">>
<<set $Yellow_Canister_Icon = "https://i.imgur.com/KTPSSrY.png">>
<<set $Busted_Drone_Icon = "https://i.imgur.com/g97cp2X.png">>
<<set $B4B3_Icon = "https://i.imgur.com/3ng9VSj.png">>
<<set $Secure_Case_Icon = "https://i.imgur.com/98OUnu1.png">>
<<set $Isolde_Package_Icon to "https://i.imgur.com/eP9Bxkx.png">>
<<set $gathering_icon_gold_nugget to "https://i.imgur.com/H9kkPo1.png">>
<<set $gathering_icon_glow_shard to "https://i.imgur.com/Wgx16Tr.png">>
<<set $gathering_icon_glow_crystal to "https://i.imgur.com/Q1yAouB.png">>
<<set $gathering_icon_secure_case to "https://i.imgur.com/4QRBE2m.png">>
<<set $Gathering_BG_Rock to "https://i.imgur.com/d1rq6xK.png">>
<<set $Gathering_BG_Hive to "https://i.imgur.com/L96c3z7.png">>
<<set $Gathering_BG to $Gathering_BG_Rock>>
<<set $gathering_1_icon to $gathering_icon_gold_nugget>>
<<set $gathering_2_icon to $gathering_icon_glow_shard>>
<<set $gathering_3_icon to $gathering_icon_glow_slab>>
<<set $gathering_4_icon to $gathering_icon_gold_nugget>>
<<set $gathering_5_icon to $gathering_icon_gold_nugget>>
<<set $gathering_damage_1 to "https://i.imgur.com/EYmOEmf.png">>
<<set $gathering_damage_2 to "https://i.imgur.com/8XQJpNB.png">>
<<set $gathering_damage_3 to "https://i.imgur.com/i0VVXcT.png">>
<<set $splash to "https://i.imgur.com/N8Ux6Ow.png">><<set $lockpicking to 0>>
<<set $lockpick_difficulty to 3>>
<<set $lockpick_target to 3>>
<<set $tumblrt to 1>>
<<set $tumbler1 to 1>>
<<set $tumbler2 to 2>>
<<set $tumbler3 to 3>>
<<set $tumbler4 to 4>>
<<set $tumbler5 to 5>>
<<set $tumbler6 to 6>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $lockpick_attempts to 5>>
<<set $icon_tumbler_down to "https://i.imgur.com/81wpfpr.png">>
<<set $icon_tumbler_up to "https://i.imgur.com/2YZ4UeX.png">>
<<set $tumbler1_set to 0>>
<<set $tumbler2_set to 0>>
<<set $tumbler3_set to 0>>
<<set $tumbler4_set to 0>>
<<set $tumbler5_set to 0>>
<<set $tumbler6_set to 0>>
<<set $tumblertemp to 0>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_letter_1_found to 0>>
<<set $hacking_letter_2_found to 0>>
<<set $hacking_letter_3_found to 0>>
<<set $hacking_letter_4_found to 0>>
<<set $hacking_letter_5_found to 0>>
<<set $hacking_letter_6_found to 0>>
<<set $hacking_letter_7_found to 0>>
<<set $hacking_letter_8_found to 0>>
<<set $hacking_letter_9_found to 0>>
<<set $hacking_letter_10_found to 0>>
<<set $hacking_letter_11_found to 0>>
<<set $hacking_letter_12_found to 0>>
<<set $hacking_letter_13_found to 0>>
<<set $hacking_difficulty to "very easy">>
<<set $hacking_difficulty_attempt_penalty to 0>>
<<set $hacking_attempts to 4>>
<<set $hacking_letters_remaining to 4>>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_hint to "butt lmao">>
<<set $hacking_first_display to 0>>
<<set $hacking_target_A_used to 0>>
<<set $hacking_target_B_used to 0>>
<<set $hacking_target_C_used to 0>>
<<set $hacking_target_D_used to 0>>
<<set $hacking_target_E_used to 0>>
<<set $hacking_target_F_used to 0>>
<<set $hacking_target_G_used to 0>>
<<set $hacking_target_H_used to 0>>
<<set $hacking_target_I_used to 0>>
<<set $hacking_target_J_used to 0>>
<<set $hacking_target_K_used to 0>>
<<set $hacking_target_L_used to 0>>
<<set $hacking_target_M_used to 0>>
<<set $hacking_target_N_used to 0>>
<<set $hacking_target_O_used to 0>>
<<set $hacking_target_P_used to 0>>
<<set $hacking_target_Q_used to 0>>
<<set $hacking_target_R_used to 0>>
<<set $hacking_target_S_used to 0>>
<<set $hacking_target_T_used to 0>>
<<set $hacking_target_U_used to 0>>
<<set $hacking_target_V_used to 0>>
<<set $hacking_target_W_used to 0>>
<<set $hacking_target_X_used to 0>>
<<set $hacking_target_Y_used to 0>>
<<set $hacking_target_Z_used to 0>>
<<set $hacking_target_input to "2">>
//* make a function block for unlocking objects, and for unsetting the 'unlocking' thing //*
<<set $hacking_unlocking to "Test Chest">>
<<set $hacking_consequence to "none">>
<<set $gathering_1 to "not mined">>
<<set $gathering_1_name to "GOLD NUGGET">>
<<set $gathering_1_durability to 100>>
<<set $gathering_1_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_1_toughness to 1.2>>
<<set $gathering_1_hit to 0>>
<<set $gathering_2 to "not mined">>
<<set $gathering_2_name to "GLOW SHARD">>
<<set $gathering_2_durability to 100>>
<<set $gathering_2_flavour to "A shard of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_2_toughness to 1.0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3 to "not mined">>
<<set $gathering_3_name to "GLOW SLAB">>
<<set $gathering_3_durability to 100>>
<<set $gathering_3_flavour to "A slab of plain crystal imbued with Glow. While a little trickier to break than a mere shard, it contains a considerably higher dose of Glow!">>
<<set $gathering_3_toughness to 1.4>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4 to "not mined">>
<<set $gathering_4_name to "GOLD NUGGET">>
<<set $gathering_4_durability to 100>>
<<set $gathering_4_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_4_toughness to 1.1>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5 to "not mined">>
<<set $gathering_5_name to "GOLD NUGGET">>
<<set $gathering_5_durability to 100>>
<<set $gathering_5_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_5_toughness to 1.5>>
<<set $gathering_5_hit to 0>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<set $Player_gathering_estimate to 100>>
<<newmeter 'player_gathering_bar' 1>>
<<label 'Gathering Energy: $Player_gathering_energy/$Player_gathering_energy_max'>>
<<sizing '600px' '44px'>>
<<colors #64C71D #94AF82 #d1d1d1>>
<<animation 240ms>>
<</newmeter>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $lockpicking to 1>>
<<set $lockpick_attempts to $Player_skill_sleight_actual>>
<<set $lockpick_progress to 0>>
<<set $lockpick_success_ticker to "Pick a tumbler to begin...">>
<<if $lockpick_difficulty is 3>>
<<include "Lockpicking Easy Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 3>>
<</if>>
<<if $lockpick_difficulty is 4>>
<<include "Lockpicking Medium Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 2>>
<</if>>
<<if $lockpick_difficulty is 5>>
<<include "Lockpicking Hard Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 1>>
<</if>>
<<if $lockpick_difficulty gte 6>>
<<include "Lockpicking Very Hard Setup">>
<</if>>
<</nobr>>
<span id="lockpicking_minigame"><<include "Lockpicking Content">></span><<nobr>>
<<set $lockpick_target to 3>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d3')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d3')>>
<<if $tumbler2 is $tumbler1>>
<<include "Lockpicking Easy Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 6>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumbler3 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<if $lockpicking is 1>>
<<if $lockpick_difficulty gte 3>>
<<if $tumbler1up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 1">><</link>>
<<elseif $tumbler1up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<<if $tumbler2up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 2">><</link>>
<<elseif $tumbler2up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<<if $tumbler3up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 3">><</link>>
<<elseif $tumbler3up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 4>>
<<if $tumbler4up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 4">><</link>>
<<elseif $tumbler4up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 5>>
<<if $tumbler5up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 5">><</link>>
<<elseif $tumbler5up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 6>>
<<if $tumbler6up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 6">><</link>>
<<elseif $tumbler6up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<else>>
<</if>>
<br><br>
$lockpick_success_ticker $lockpick_progress / $lockpick_target
<br>
$lockpick_attempts attempts remaining...
<br><br>
<<if $C_Smartpick gte 1 and $lockpick_progress isnot $lockpick_target>>
<<link [img[$Smartpick_Icon]]>>
<<set $lockpicking to 0>>
<<set $tumbler1up to 1>>
<<set $tumbler2up to 1>>
<<set $tumbler3up to 1>>
<<set $tumbler4up to 1>>
<<set $tumbler5up to 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_target>>
<<set $lockpick_success_ticker to "Autopick used! Lock open!">>
<<set $C_Smartpick to $C_Smartpick - 1>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<dialog>>With the press of a button, the Smartpick springs to life -- all spindly little mechanicals limbs and spidery, poking 'fingers' working into the deepest crevices of the lock. A beat basses... seconds turn to minutes... <b>click.</b> The Smartpick dissolves before <<= $Player_alias>>'s eyes, the lock thoroughly defeated!<</dialog>>
<</link>>
-- $C_Smartpick Smartpicks remaining. Use a Smartpick to automatically pick this lock. This will consume 1 Smartpick. <br><br>
<<else>>
<s>Autopick</s> -- Not currently picking any locks! <br><br>
<</if>>
<<if $lockpick_progress is $lockpick_target>>
<<include "Lockpicking Success">>
<<elseif $lockpick_attempts lte 0>>
<<include "Lockpicking Fail">>
<<else>>
Can't leave yet.
<</if>>
<</nobr>><<nobr>><<if $tumbler1 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler1up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler2 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler2up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler3 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler3up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler4 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler4up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler5 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler5up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler6 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>>
<<set $lockpick_target to 4>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d4')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d4')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Medium Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d4')>>
<<if $tumbler3 is $tumbler1 or $tumbler3 is $tumbler2>>
<<include "Lockpicking Medium Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 10>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumbler4 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<set $lockpick_target to 5>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d5')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d5')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d5')>>
<<if $tumbler3 is $tumbler2 or $tumbler3 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<<set $tumbler4_set to 0>>
<</if>>
<</if>>
<<if $tumbler4_set is 0>>
<<set $tumbler4 to dice('1d5')>>
<<if $tumbler4 is $tumbler3 or $tumbler4 is $tumbler2 or $tumbler4 is $tumbler1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler4_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 15>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumblertemp to $tumblertemp - $tumbler4>>
<<set $tumbler5 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<set $lockpick_target to 6>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d6')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d6')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d6')>>
<<if $tumbler3 is $tumbler2 or $tumbler3 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<<set $tumbler4_set to 0>>
<</if>>
<</if>>
<<if $tumbler4_set is 0>>
<<set $tumbler4 to dice('1d6')>>
<<if $tumbler4 is $tumbler3 or $tumbler4 is $tumbler2 or $tumbler4 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler4_set to 1>>
<<set $tumbler5_set to 0>>
<</if>>
<</if>>
<<if $tumbler5_set is 0>>
<<set $tumbler5 to dice('1d6')>>
<<if $tumbler5 is $tumbler4 or $tumbler5 is $tumbler3 or $tumbler5 is $tumbler2 or $tumbler5 is $tumbler1>>
<<set $tumbler5_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler5_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 21>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumblertemp to $tumblertemp - $tumbler4>>
<<set $tumblertemp to $tumblertemp - $tumbler5>>
<<set $tumbler5 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>
<<set $lockpicking to 0>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $tumbler1_set to 0>>
<<set $tumbler2_set to 0>>
<<set $tumbler3_set to 0>>
<<set $tumbler4_set to 0>>
<<set $tumbler5_set to 0>>
<<set $tumbler6_set to 0>>
<<set $lockpick_progress to 0>>
<<set $lockpickt to 1>>
<</nobr>>[img[$Smartpick_Icon]]
<br>Smartpick | $C_Smartpick in possession
<b>Type:</b> Lockpicking aid. || <b>Usage:</b> Contextual (During lockpicking)
A Smartpick is a disposable device capable of solving any lock, so long as it's within a sensible degree of the user's skill to be fiddling with. Upon completing its task, Smartpicks disintegrate. The unknown organization who makes them claims that this makes them untraceable, but in reality, it's purely so they can sell more of them.
Despite this, they're considering indispensible tools for thieves, rogues and adventurers of all callings.
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<nobr>>
<<if $lockpicking is 1 and $Player_combat is 0>>
<<link "Autopick">>
<<set $lockpicking to 0>>
<<set $tumbler1up to 1>>
<<set $tumbler2up to 1>>
<<set $tumbler3up to 1>>
<<set $tumbler4up to 1>>
<<set $tumbler5up to 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_target>>
<<set $lockpick_success_ticker to "Autopick used! Lock open!">>
<<set $Smartpick to $Smartpick - 1>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<dialog>>With the press of a button, the Smartpick springs to life -- all spindly little mechanicals limbs and spidery, poking 'fingers' working into the deepest crevices of the lock. A beat passes... seconds turn to minutes... <b>click.</b> The Smartpick dissolves before <<= $Player_alias>>'s eyes, the lock thoroughly defeated!<</dialog>>
<</link>>
<<else>>
<s>Autopick</s> -- Not currently picking any locks!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Smartpick_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Smartpick_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Smartpick_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Smartpick_Position to $I_C_Move>>
<</link>>
<</nobr>></div><<nobr>>
<<set $lvl_resources_finished to 2>>
<<set $lvl_hp to 0>>
<<set $lvl_focus to 0>>
<<set $lvl_flow to 0>>
<<set $lvl_glow to 0>>
<<set $lvl_skills_finished to 2>>
<<set $lvl_lift to 0>>
<<set $lvl_athletics to 0>>
<<set $lvl_survival to 0>>
<<set $lvl_sleight to 0>>
<<set $lvl_acrobatics to 0>>
<<set $lvl_perform to 0>>
<<set $lvl_science to 0>>
<<set $lvl_handiwork to 0>>
<<set $lvl_diplomacy to 0>>
<<set $lvl_attributes_finished to 1>>
<<set $lvl_strength to 0>>
<<set $lvl_agility to 0>>
<<set $lvl_wits to 0>>
<<set $lvl_toughness to 0>>
<<set $lvl_perks_finished to 1>>
<<set $lvl_Perk_Shield_Recalibration to 0>>
<<set $lvl_Perk_Capacitor_Discharge to 0>>
<<set $lvl_Perk_Static_Cling to 0>>
<<set $lvl_Perk_Kinetic_Recycler to 0>>
<<set $lvl_Perk_Sixth_Sensor to 0>>
<<set $lvl_Perk_Battle_Hardened to 0>>
<<set $lvl_Perk_Emergency_Nanobots to 0>>
<<set $lvl_Perk_B4B3 to 0>>
<<set $lvl_Perk_Evasive_Thrusters to 0>>
<<set $lvl_Perk_Observe_From_On_High to 0>>
<<set $lvl_finished to 1>>
<<include "Level Up">>
<</nobr>><<nobr>>
<span id="resource_boost">
<<set $Player_level_temp to $Player_level + 1>>
<b><<= $Player_alias>> is levelling up from $Player_level to <<= $Player_level_temp>>!</b> <<include "sp2">>
First, choose two resources to boost by 10. Increasing Max Flow will also increase Minimum Flow in fights by 5. <<include "sp2">>
<<if $lvl_hp is 0 and $lvl_resources_finished isnot 0>>
<<link "HP">>
<<set $lvl_hp to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_hp_max>>)<<include "sp">>
<<elseif $lvl_hp is 10>>
HP will increase by 10! <<include "sp">>
<</if>>
<<if $lvl_focus is 0 and $lvl_resources_finished isnot 0>>
<<link "Focus">>
<<set $lvl_focus to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_focus_max>>)<<include "sp">>
<<elseif $lvl_focus is 10>>
Focus will increase by 10! <<include "sp">>
<</if>>
<<if $lvl_flow is 0 and $lvl_resources_finished isnot 0>>
<<link "Flow">>
<<set $lvl_flow to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_flow_max>>)<<include "sp">>
<<elseif $lvl_flow is 10>>
Flow will increase by 10! Minimum Flow will increase by 5!<<include "sp">>
<</if>>
<<if $lvl_glow is 0 and $lvl_resources_finished isnot 0>>
<<link "Glow">>
<<set $lvl_glow to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_glow_max>>)<<include "sp">>
<<elseif $lvl_glow is 10>>
Glow will increase by 10! <<include "sp">>
<</if>>
<<include "sp">>
<<if $lvl_resources_finished is 0>>
Choose two skills to increase by 1. Skills can also be increased incrementally by using them! <<include "sp2">>
<<if $lvl_lift is 0 and $lvl_skills_finished isnot 0>>
<<link "Lift">>
<<set $lvl_lift to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_lift>>)<<include "sp">>
<<elseif $lvl_lift is 1>>
Lift will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_athletics is 0 and $lvl_skills_finished isnot 0>>
<<link "Athletics">>
<<set $lvl_athletics to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_athletics>>)<<include "sp">>
<<elseif $lvl_athletics is 1>>
Athletics will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_survival is 0 and $lvl_skills_finished isnot 0>>
<<link "Survival">>
<<set $lvl_survival to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_survival>>)<<include "sp">>
<<elseif $lvl_survival is 1>>
Survival will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_sleight is 0 and $lvl_skills_finished isnot 0>>
<<link "Sleight">>
<<set $lvl_sleight to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_sleight>>)<<include "sp">>
<<elseif $lvl_sleight is 1>>
Sleight will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_acrobatics is 0 and $lvl_skills_finished isnot 0>>
<<link "Acrobatics">>
<<set $lvl_acrobatics to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_acrobatics>>)<<include "sp">>
<<elseif $lvl_acrobatics is 1>>
Acrobatics will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_perform is 0 and $lvl_skills_finished isnot 0>>
<<link "Perform">>
<<set $lvl_perform to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_perform>>)<<include "sp">>
<<elseif $lvl_perform is 1>>
Perform will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_science is 0 and $lvl_skills_finished isnot 0>>
<<link "Science">>
<<set $lvl_science to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_science>>)<<include "sp">>
<<elseif $lvl_science is 1>>
Science will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_handiwork is 0 and $lvl_skills_finished isnot 0>>
<<link "Handiwork">>
<<set $lvl_handiwork to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_handiwork>>)<<include "sp">>
<<elseif $lvl_handiwork is 1>>
Handiwork will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_diplomacy is 0 and $lvl_skills_finished isnot 0>>
<<link "Diplomacy">>
<<set $lvl_diplomacy to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_diplomacy>>)<<include "sp">>
<<elseif $lvl_diplomacy is 1>>
Diplomacy will improve by 1! <<include "sp">>
<</if>>
<<include "sp">>
<<if $lvl_skills_finished lte 0>>
<<if $Player_level_temp is 1 or $Player_level_temp is 3 or $Player_level_temp is 5 or $Player_level_temp is 7 or $Player_level_temp is 9 or $Player_level_temp is 11 or $Player_level_temp is 13 or $Player_level_temp is 15 or $Player_level_temp is 17 or $Player_level_temp is 19 or $Player_level_temp is 21 or $Player_level_temp is 23 or $Player_level_temp is 25 or $Player_level_temp is 27 or $Player_level_temp is 29>>
Choose a main attribute to increase by 1. <<include "sp2">>
<<if $lvl_strength is 0 and $lvl_finished isnot 0>>
<<link "Strength">>
<<set $lvl_strength to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_strength>>) <<include "sp">>
<<elseif $lvl_strength is 1>>
Strength will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_agility is 0 and $lvl_finished isnot 0>>
<<link "Agility">>
<<set $lvl_agility to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_agility>>) <<include "sp">>
<<elseif $lvl_agility is 1>>
Agility will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_wits is 0 and $lvl_finished isnot 0>>
<<link "Wits">>
<<set $lvl_wits to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_wits>>) <<include "sp">>
<<elseif $lvl_wits is 1>>
Wits will improve by 1! <<include "sp">>
<</if>>
<<if $lvl_toughness is 0 and $lvl_finished isnot 0>>
<<link "Toughness">>
<<set $lvl_toughness to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_toughness>>) <<include "sp">>
<<elseif $lvl_toughness is 1>>
Toughness will improve by 1! <<include "sp">>
<</if>>
<<include "sp">>
<</if>>
<<if $Player_level_temp is 2 or $Player_level_temp is 4 or $Player_level_temp is 6 or $Player_level_temp is 8 or $Player_level_temp is 10 or $Player_level_temp is 12 or $Player_level_temp is 14 or $Player_level_temp is 16 or $Player_level_temp is 18 or $Player_level_temp is 20 or $Player_level_temp is 21 or $Player_level_temp is 24 or $Player_level_temp is 26 or $Player_level_temp is 28 or $Player_level_temp is 30>>
Choose a Perk.
<<include "sp2">>
<<include "Level Perks">>
<</if>>
<<if $lvl_finished lte 0>>
<<link "Lock in choices and Level Up.">><<dialog>><<include "Finish Level Up">><</dialog>><</link>>
<</if>>
<</if>>
<</if>>
</span>
<</nobr>><<nobr>>
<<set $Player_hp_max to $Player_hp_max + $lvl_hp>>
<<set $Player_hp to $Player_hp + $lvl_hp>>
<<set $Player_focus_max to $Player_focus_max + $lvl_focus>>
<<set $Player_focus to $Player_focus + $lvl_focus>>
<<set $Player_flow_max to $Player_flow_max + $lvl_flow>>
<<set $Player_flow to $Player_flow + $lvl_flow>>
<<set $Player_glow_max to $Player_glow_max + $lvl_glow>>
<<set $Player_glow to $Player_glow + $lvl_glow>>
<<if $lvl_flow > 0>>
<<set $Player_flow_level to $Player_flow_level + 5>>
<</if>>
<<set $Player_skill_lift to $Player_skill_lift + $lvl_lift>>
<<set $Player_skill_athletics to $Player_skill_athletics + $lvl_athletics>>
<<set $Player_skill_survival to $Player_skill_survival + $lvl_survival>>
<<set $Player_skill_sleight to $Player_skill_sleight + $lvl_sleight>>
<<set $Player_skill_acrobatics to $Player_skill_acrobatics + $lvl_acrobatics>>
<<set $Player_skill_perform to $Player_skill_perform + $lvl_perform>>
<<set $Player_skill_science to $Player_skill_science + $lvl_science>>
<<set $Player_skill_handiwork to $Player_skill_handiwork + $lvl_handiwork>>
<<set $Player_skill_diplomacy to $Player_skill_diplomacy + $lvl_diplomacy>>
<<set $Player_strength to $Player_strength + $lvl_strength>>
<<set $Player_agility to $Player_agility + $lvl_agility>>
<<set $Player_wits to $Player_wits + $lvl_wits>>
<<set $Player_toughness to $Player_toughness + $lvl_toughness>>
<<set $Perk_Shield_Recalibration to $Perk_Shield_Recalibration + $lvl_Perk_Shield_Recalibration>>
<<set $Perk_Capacitor_Discharge to $Perk_Capacitor_Discharge + $lvl_Perk_Capacitor_Discharge>>
<<set $Perk_Static_Cling to $Perk_Static_Cling + $lvl_Perk_Static_Cling>>
<<set $Perk_Kinetic_Recycler to $Perk_Kinetic_Recycler + $lvl_Perk_Kinetic_Recycler>>
<<set $Perk_Sixth_Sensor to $Perk_Sixth_Sensor + $lvl_Perk_Sixth_Sensor>>
<<set $Perk_Battle_Hardened to $Perk_Battle_Hardened + $lvl_Perk_Battle_Hardened>>
<<set $Perk_Emergency_Nanobots to $Perk_Emergency_Nanobots + $lvl_Perk_Emergency_Nanobots>>
<<set $Perk_B4B3 to $Perk_B4B3 + $lvl_Perk_B4B3>>
<<set $Perk_Evasive_Thrusters to $Perk_Evasive_Thrusters + $lvl_Perk_Evasive_Thrusters>>
<<set $Perk_Observe_From_On_High to $Perk_Observe_From_On_High + $lvl_Perk_Observe_From_On_High>>
<<set $Player_level to $Player_level + 1>>
<<set $Player_exp to $Player_exp - $Player_exp_max>>
<<set $Player_exp_max to $Player_exp_max + 50>>
<<include "LEVEL CAP">>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<b>Level Up completed! You may now close this window.</b>
<</nobr>><<nobr>><<if $Player_level is 10>>
<<set $Player_exp_max to 0>>
<</if>>
<</nobr>><<nobr>> <<if $lvl_Perk_Shield_Recalibration is 0 and $lvl_finished isnot 0 and $Perk_Shield_Recalibration is 0>>
<<link "Shield Recalibration">>
<<set $lvl_Perk_Shield_Recalibration to 5>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Permanently raises Shield by 5. <<include "sp">>
<<elseif $lvl_Perk_Shield_Recalibration is 5>>
Shield Recalibration will be unlocked, raising Shield by 5! <<include "sp">>
<</if>>
<<if $lvl_Perk_Capacitor_Discharge is 0 and $lvl_finished isnot 0 and $Perk_Capacitor_Discharge is 0>>
<<link "Capacitor Discharge">>
<<set $lvl_Perk_Capacitor_Discharge to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Unlocks Capacitor Discharge, an attack that drains Shield to damage the foe with Elec. <<include "sp">>
<<elseif $lvl_Perk_Capacitor_Discharge is 1>>
Capacitor Discharge will be unlocked, unlocking an elec-based Shield purge attack! <<include "sp">>
<</if>>
<<if $lvl_Perk_Static_Cling is 0 and $lvl_finished isnot 0 and $Perk_Static_Cling is 0>>
<<link "Static Cling">>
<<set $lvl_Perk_Static_Cling to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- When Shield is reduced to 0, high chance to Paralyze enemy. <<include "sp">>
<<elseif $lvl_Perk_Static_Cling is 1>>
Static Cling will be unlocked, giving Shield a chance to paralyze enemies when emptied! <<include "sp">>
<</if>>
<<if $lvl_Perk_Kinetic_Recycler is 0 and $lvl_finished isnot 0 and $Perk_Kinetic_Recycler is 0>>
<<link "Kinetic Recycler">>
<<set $lvl_Perk_Kinetic_Recycler to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- A small portion of Flow spent is recycled back into more Flow. <<include "sp">>
<<elseif $lvl_Perk_Kinetic_Recycler is 1>>
Kinetic Recycler will be unlocked, restoring some Flow every time Flow is consumed! <<include "sp">>
<</if>>
<<if $lvl_Perk_Sixth_Sensor is 0 and $lvl_finished isnot 0 and $Perk_Sixth_Sensor is 0>>
<<link "Sixth Sensor">>
<<set $lvl_Perk_Sixth_Sensor to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Optimized sensors improve Dodge by 2. <<include "sp">>
<<elseif $lvl_Perk_Sixth_Sensor is 1>>
Sixth Sensor will be unlocked, improving Dodge by 2. <<include "sp">>
<</if>>
<<if $lvl_Perk_Battle_Hardened is 0 and $lvl_finished isnot 0 and $Perk_Battle_Hardened is 0>>
<<link "Battle Hardened">>
<<set $lvl_Perk_Battle_Hardened to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Combat feedback repositions armour plating to improve armour by 1. <<include "sp">>
<<elseif $lvl_Perk_Battle_Hardened is 1>>
Battle Hardened will be unlocked, improving armour by 1. <<include "sp">>
<</if>>
<<if $lvl_Perk_Emergency_Nanobots is 0 and $lvl_finished isnot 0 and $Perk_Emergency_Nanobots is 0>>
<<link "Emergency Nanobots">>
<<set $lvl_Perk_Emergency_Nanobots to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- When Emergency Shielding is used, also restore 25% HP and 12.5% Focus. <<include "sp">>
<<elseif $lvl_Perk_Emergency_Nanobots is 1>>
Emergency Nanobots will be unlocked, improving Emergency Shielding by adding Healing to HP and Focus (25% and 12.5%). <<include "sp">>
<</if>>
<<if $lvl_Perk_Evasive_Thrusters is 0 and $lvl_finished isnot 0 and $Perk_Evasive_Thrusters is 0>>
<<link "Evasive Thrusters">>
<<set $lvl_Perk_Evasive_Thrusters to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Defend now also boosts Dodge significantly for the turn. <<include "sp">>
<<elseif $lvl_Perk_Evasive_Thrusters is 1>>
Evasive Thrusters will be unlocked, boosting Dodge signficantly during Defend. <<include "sp">>
<</if>>
<<if $lvl_Perk_Observe_From_On_High is 0 and $lvl_finished isnot 0 and $Perk_Observe_From_On_High is 0>>
<<link "Observe From On High">>
<<set $lvl_Perk_Observe_From_On_High to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- After using Defend, gain a damage boost next turn. <<include "sp">>
<<elseif $lvl_Perk_Observe_From_On_High is 1>>
Observe From On High will be unlocked, boosting damage on next attack after Defending. <<include "sp">>
<</if>>
<<if $lvl_finished isnot 0>><<link "No Perk">><<set $lvl_finished to $lvl_finished - 1>><<replace "#resource_boost">><<include "Level Up">><</replace>><</link>> -- WARNING - YOU WILL NOT RECEIVE A PERK THIS LEVEL. <<include "sp">>
<</if>> <<include "sp">>
<</nobr>><<nobr>>
<<if $Player_class is "MERCANOID">>
Shoulder-mounted Launcher for Assorted Munitions -- <b>SLAM;</b> <<include "sp">>
<<if $Player_glow gte 15 and $SLAM_F_Cooldown is 0>>
<<link "SLAM F" "Special Ability SLAM F">><</link>>
<<else>>
<s>SLAM F</s>
<</if>>
-- Launches a Fire-aspected napalm missile. 15 Glow. 1 round cooldown.<br>
<<if $Player_glow gte 20 and $SLAM_G_Cooldown is 0>>
<<link "SLAM G" "Special Ability SLAM G">><</link>>
<<else>>
<s>SLAM G</s>
<</if>>
-- Launches a low-yield guided missile that cannot miss, and improve dodge by 2 for a turn. 20 Glow. 1 round cooldown.<br>
<<if $Player_glow gte 25 and $SLAM_P_Cooldown is 0>>
<<link "SLAM P" "Special Ability SLAM P">><</link>>
<<else>>
<s>SLAM P</s>
<</if>>
-- Fires an armour-shredding missile. Deals Slashing damage and lowers enemy armour. 25 Glow. 1 round cooldown.<br>
<br>
<<if $Player_glow gte 25 and $Player_shield_max gte 1>>
<<link "Emergency Shielding" "Special Ability Emergency Shielding">><</link>>
<<else>>
<s>Emergency Shielding</s>
<</if>>
-- Restores 50% of Shield. <<if $Perk_Emergency_Nanobots is 1>>Also restores 25% of HP and 12.5% of Focus.<</if>> 25 Glow. <br>
<<if $Player_glow gte 0 and $Core_Push_Cooldown is 0>>
<<link "Core Push" "Special Ability Core Push">><</link>>
<<else>>
<s>Core Push</s>
<</if>>
-- Boosts all attributes by 3 for 2 turns. Free action. 10 Glow per 4 turns, 40 total. <b>Consumes HP if Glow is insufficient.</b> <br>
<</if>>
<</nobr>><<nobr>>
<<if $WSA_Placeholder is 1>>
<<if $Player_flow gte 0>>
<<link "Placeholder" "Special Attack PLACEHOLDER">><</link>>
<<else>>
<s>PLACEHOLDER</s>
<</if>>
-- Desc. 0 FloworGlow. <br>
<</if>>
<<if $WSA_Aimed_Shot is 1>>
<<if $Player_flow gte 20>>
<<link "Aimed Shot" "Special Attack Aimed Shot">><</link>>
<<else>>
<s>Aimed Shot</s>
<</if>>
-- A basic attack with +2 Acc. 20 Flow.
<br><</if>>
<<if $WSA_Ammunition_Dump is 1>>
<<if $Player_flow gte 120>>
<<link "Ammunition Dump" "Special Attack Ammunition Dump">><</link>>
<<else>>
<s>Ammunition Dump</s>
<</if>>
-- FIRE EVERYTHING. 2.5* Dam and Acc, but deals 33% Self-Damage. 120 Flow.
<br><</if>>
<<if $WSA_Burst_Shot is 1>>
<<if $Player_flow gte 50>>
<<link "Burst Shot" "Special Attack Burst Shot">><</link>>
<<else>>
<s>Burst Shot</s>
<</if>>
-- Fire thrice at -1/-3/-6 Acc. 50 Flow.
<br><</if>>
<<if $WSA_Charge_Shot is 1>>
<<if $Player_flow gte 35>>
<<link "Charge Shot" "Special Attack Charge Shot">><</link>>
<<else>>
<s>Charge Shot</s>
<</if>>
-- Skip a turn to charge, then fire with 1.5* Acc and Dam. 35 Flow.
<br><</if>>
<<if $WSA_Cryoshot is 1>>
<<if $Player_flow gte 35>>
<<link "Cryoshot" "Special Attack Cryoshot">><</link>>
<<else>>
<s>Cryoshot</s>
<</if>>
-- Perform a base-tier Ice attack which may cause freezing. 35 Flow. <br>
<</if>>
<<if $WSA_Double_Tap is 1>>
<<if $Player_flow gte 25>>
<<link "Double Tap" "Special Attack Double Tap">><</link>>
<<else>>
<s>Double Tap</s>
<</if>>
-- Fire twice at -2/-4 Acc. 25 Flow. <br>
<</if>>
<<if $WSA_Explosive_Round is 1>>
<<if $Player_flow gte 65>>
<<link "Explosive Round" "Special Attack Explosive Round">><</link>>
<<else>>
<s>Explosive Round</s>
<</if>>
-- An unaspected explosive blast with 1.5* Dam. 65 Flow.
<br><</if>>
<<if $WSA_Far is 1>>
<<if $Player_flow gte 25>>
<<link "Far" "Special Attack Far">><</link>>
<<else>>
<s>Far</s>
<</if>>
-- Put distance between self and foe, then fire. -1 Damage, +2 Accuracy. 25 Flow. <br>
<</if>>
<<if $WSA_Flamethrower is 1>>
<<if $Player_flow gte 30>>
<<link "Flamethrower" "Special Attack Flamethrower">><</link>>
<<else>>
<s>Flamethrower</s>
<</if>>
-- A Base-tier Fire attack that may cause Burning. 30 Flow.
<br><</if>>
<<if $WSA_Flare is 1>>
<<if $Player_flow gte 100>>
<<link "Flare" "Special Attack Flare">><</link>>
<<else>>
<s>Flare</s>
<</if>>
-- A High-level Fire attack with 2* Dam and Acc. 100 Flow.
<br><</if>>
<<if $WSA_Homerun is 1>>
<<if $Player_flow gte 55>>
<<link "Homerun" "Special Attack Homerun">><</link>>
<<else>>
<s>Homerun</s>
<</if>>
-- A mighty swing which deals 1.5* Dam. 55 Flow.
<br><</if>>
<<if $WSA_Incineration_Cannon is 1>>
<<if $Player_flow gte 70>>
<<link "Incineration Cannon" "Special Attack Incineration Cannon">><</link>>
<<else>>
<s>Incineration Cannon</s>
<</if>>
-- A Mid-tier Fire attack with 1.5* Dam and Acc. 70 Flow.
<br><</if>>
<<if $WSA_Near is 1>>
<<if $Player_flow gte 25>>
<<link "Near" "Special Attack Near">><</link>>
<<else>>
<s>Near</s>
<</if>>
-- Get in close on the foe, then fire. +2 Damage, -1 Accuracy. 25 Flow. <br>
<</if>>
<<if $WSA_Rocket_Swing is 1>>
<<if $Player_flow gte 80>>
<<link "Rocket Swing" "Special Attack Rocket Swing">><</link>>
<<else>>
<s>Rocket Swing</s>
<</if>>
-- An ultimate jet-assisted swing with 1.5* Dam and Acc. 80 Flow.
<br><</if>>
<<if $WSA_Skullcrush is 1>>
<<if $Player_flow gte 40>>
<<link "Skullcrush" "Special Attack Skullcrush">><</link>>
<<else>>
<s>Skullcrush</s>
<</if>>
-- A savage attack which can lower enemy armour. 40 Flow.
<br><</if>>
<<if $WSA_Smartlink is 1>>
<<if $Player_flow gte 40 and $Smart_Link_Cooldown is 0>>
<<link "Smartlink" "Special Attack Smartlink">><</link>>
<<else>>
<s>Smartlink</s> -- <<if $Smart_Link_Cooldown gte 1>><b>On Cooldown for $Smart_Link_Cooldown Turns.</b><</if>>
<</if>>
-- Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow.
<br><</if>>
<<if $WSA_Soft_Sludge is 1>>
<<if $Player_flow gte 40>>
<<link "Soft Sludge" "Special Attack Soft Sludge">><</link>>
<<else>>
<s>Soft Sludge</s>
<</if>>
-- A base-tier Acid attack that may lower armour. 40 Flow. <br>
<</if>>
<<if $WSA_Homing_Blast is 1>>
<<if $Player_flow gte 70>>
<<link "Homing Blast" "Special Attack Homing Blast">><</link>>
<<else>>
<s>Homing Blast</s>
<</if>>
-- Fire a shot that cannot miss. 70 Flow. <br>
<</if>>
<<if $WSA_Double_Nock is 1>>
<<if $Player_flow gte 65>>
<<link "Double Nock" "Special Attack Double Nock">><</link>>
<<else>>
<s>Double Nock</s>
<</if>>
-- Swiftly fire two arrows with no accuracy penalty. 65 Flow. <br>
<</if>>
<<if $Player_weapon_main is "Portable Hull Cleanser">>
Tank Swap - spend 10 Flow to change main attack element until next change or unequipping this weapon. |
<<if $Player_flow gte 10>>
<<link "Acid" "Special Attack Tank Swap Acid">><</link>> | <<link "Ice" "Special Attack Tank Swap Ice">><</link>> | <<link "Fire" "Special Attack Tank Swap Fire">><</link>>
<<else>>
<s>Acid | Ice | Fire</s> <br>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $sw_Placeholder is 1>>
<<if $Player_flow gte 0>>
<<link "ATTACKNAME" "Special Attack ATTACKNAME">><</link>>
<<else>>
<s>ATTACKNAME</s>
<</if>>
-- Desc. 0 FloworGlow. <br>
<</if>>
<<if $swSA_Bash is 1>>
<<if $Player_flow gte 0>>
<<link "Bash" "Special Attack Bash">><</link>>
<<else>>
<s>Bash</s>
<</if>>
-- Perform a Bashing attack. Free. <br>
<</if>>
<<if $swSA_Blaster is 1>>
<<if $Player_flow gte 15>>
<<link "Blaster" "Special Attack Blaster">><</link>>
<<else>>
<s>Blaster</s>
<</if>>
-- Perform a Base-tier Energy attack. 15 Flow. <br>
<</if>>
<<if $swSA_Bullet_Rain is 1>>
<<if $Player_flow gte 60>>
<<link "Bullet Rain" "Special Attack Bullet Rain">><</link>>
<<else>>
<s>Bullet Rain</s>
<</if>>
-- Unleash a triple-volley of shots at -1/-2/-4 Acc. 60 Flow. <br>
<</if>>
<<if $swSA_Heat_Ray is 1>>
<<if $Player_flow gte 30>>
<<link "Heat Ray" "Special Attack Heat Ray">><</link>>
<<else>>
<s>Heat Ray</s>
<</if>>
-- Perform an armour-piercing Heat attack. 30 Flow. <br>
<</if>>
<<if $swSA_Irritant is 1>>
<<if $Player_flow gte 35>>
<<link "Irritant" "Special Attack Irritant">><</link>>
<<else>>
<s>Irritant</s>
<</if>>
-- Attempts to Poison the enemy with a Base-tier Poison attack. 35 Flow. <br>
<</if>>
<<if $swSA_Slash is 1>>
<<if $Player_flow gte 0>>
<<link "Slash" "Special Attack Slash">><</link>>
<<else>>
<s>Slash</s>
<</if>>
-- Perform a Slashing attack. Free. <br>
<</if>>
<<if $swSA_Stab is 1>>
<<if $Player_flow gte 0>>
<<link "Stab" "Special Attack Stab">><</link>>
<<else>>
<s>Stab</s>
<</if>>
-- Perform a Piercing attack. Free. <br>
<</if>>
<<if $swSA_Stun_Ray is 1>>
<<if $Player_flow gte 20>>
<<link "Stun Ray" "Special Attack Stun Ray">><</link>>
<<else>>
<s>Stun Ray</s>
<</if>>
-- Perform a Base-tier EMP attack. 20 Flow. <br>
<</if>>
<<if $swSA_Taze is 1>>
<<if $Player_flow gte 15>>
<<link "Taze" "Special Attack Taze">><</link>>
<<else>>
<s>Taze</s>
<</if>>
-- Perform a Base-tier Elec attack. 15 Flow. <br>
<</if>>
<</nobr>><<nobr>>
<<if $Perk_Capacitor_Discharge is 1>>
<<if $Player_flow gte 0 and $Player_shield > 0 and $Capacitor_Discharge_Cooldown is 0>>
<<link "Capacitor Discharge" "Special Attack Capacitor Discharge">><</link>>
<<else>>
<s>Capacitor Discharge</s>
<</if>>
-- Drain remaining shield to deal elec damage equal to 100% of Shield drained. 1 round cooldown.
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 20>>
<<set $Player_flow_spent to 20>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls $her $Player_weapon_main up to $her shoulder and squints one eye shut. Aim... FIRE! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits <<= $Enemy_article>> dead on! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 120>>
<<set $Player_flow_spent to 120>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 2.5>>
<<set $Player_special_ability_accuracy_multiplier to 2.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "energy">>
<<set $Actual_damage_type_2 to "fire">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias exhales slow and long, removing the safety limiters on $her <<= $Player_weapon_main>>. At once, it begins to thrum with lethal energy, core boosted to dangerous levels... This is going to hurt - but it's going to hurt $Enemy_article a lot more. <b>FIRE!</b> <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! A sizable portion of the scenery behind them is obliterated...<<include "sp2">>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias utterly engulfs <<= $Enemy_article>> in destructive energies! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Player_hp_adjust to $Player_damage / 1.5>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 50>>
<<set $Player_flow_spent to 50>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Steeling $herself, $Player_alias hoists up $her $Player_weapon_main_archetype and opens fire...
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <<include "sp2">>
$Enemy_Article takes $Player_damage damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <<include "sp2">>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... the burst kicks up as the second shot flies free...
<<set $Player_special_ability_accuracy to -3>>
<<include "Combat Base Attack Calculation">>
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <<include "sp2">>
$Enemy_Article takes $Player_damage damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <<include "sp2">>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias grits $her teeth as the burst ends!... <<include "sp2">>
<<set $Player_special_ability_accuracy to -6>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage!<<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>> <<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<if $Player_charging is 0>>
<<set $Player_charging to 1>>
<<set $Player_charging_charge_shot to 1>>
$Player_alias braces $herself with a steely gaze, raising her $Player_weapon_main up, gripping it tightly with $her free hand to steady it as the weapon begins to whine, brighter and brighter Glow seeping from the vents as heat-shimmer dances across the core housing... <<include "sp2">>
$Player_alias is charging an attack! <<include "sp2">>
<<include "Combat Player Status Effects End Turn">>
<<else>>
<<set $Player_charging to 0>>
<<set $Player_charging_charge_shot to 0>>
<<set $Player_charging_finished to 1>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias unleashes $her charged shot, almost bowled over backwards by the force of it as Glow exhaust shunts from the <<= $Player_weapon_main_archetype>>'s vents! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blows <<= $Enemy_article>> away! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blows $Enemy_article away, right in a weak point! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias quickly brings $her weapon up and lets off a shot...
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <<include "sp2">>
$Enemy_Article takes $Player_damage damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias barely recovers from recoil before $she fires again! <<include "sp2">>
<<set $Player_special_ability_accuracy to -4>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>>
$Player_alias hits <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>>
<<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 65>>
<<set $Player_flow_spent to 65>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias acts fast, $her $Player_weapon_main letting out a clunky pair of dull noises as $her next shot is loaded with something 'extra'. Aim... adjust for travel time... -TUNK-! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>> with the splash damage of $her explosive round! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
With a spark and a WHUF of fire, $Player_alias bathes $Enemy_article in flames spewed forth from $her <<= $Player_weapon_main>>...
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias flambés <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 50>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 100>>
<<set $Player_flow_spent to 100>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 2>>
<<set $Player_special_ability_accuracy_multiplier to 2>>
<<set $Actual_damage_range to $Player_weapon_main_advanced_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias has to squint $her eyes almost completely shut as her $Player_weapon_main goes supernova, unleashing a scorching blast towards <<= $Enemy_article>>! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, bathing them in incinerating temperatures! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 55>>
<<set $Player_flow_spent to 55>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias breezily swings $her $Player_weapon_main up and onto $her shoulder, squares up against <<= $Enemy_article>>... and SWINGS! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias clunks <<= $Enemy_article>> hard! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 6>>
<<= $Player_alias>>'s brutal strike tenderizes $Enemy_article, lowering their armour! <<include "sp2">>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<b>SMASH! </b>$Player_alias clunks <<= $Enemy_article>> right in a critical spot! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 2>>
<<= $Player_alias>>'s brutal strike tenderizes $Enemy_article, lowering their armour! <<include "sp2">>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 75>>
<<set $Player_flow_spent to 75>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias almost hazes out of sight from the sheer temperature venting out from $her charging <<= $Player_weapon_main>>. As it becomes uncomfortably hot to hold, $she finally pulls the trigger, unleashing a blinding inferno towards <<= $Enemy_article>> that bathes them both in hellish, red glare. <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, bathing them in incinerating temperatures! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 80>>
<<set $Player_flow_spent to 80>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias locks eyes with $Enemy_article as $she stoops low and breaks into a charge, $Player_weapon_main scraping along the ground as it begins to shriek with a burst of jets and flame... $Player_alias pulls it into a swing at the height of $her speed, spinning once, twice-- <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! $she barely manages to avoid jetting into a wall. <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
SMASH! $Player_alias strikes <<= $Enemy_article>> with a jet-assisted blow! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<b>SMASH! </b>$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage with a jet-assisted blow! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias grits $her teeth as $she suddenly swipes her $Player_weapon_main up and brings it crashing down upon <<= $Enemy_article>>! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias smashes <<= $Enemy_article>> with savage force! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $dice2 to dice('1d2')>>
<<if $dice2 is 1>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias smashes <<= $Enemy_article>> right in a critical spot! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $dice2 to dice('1d3')>>
<<if $dice2 is 1 or $dice is 2>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Smart_Link_Cooldown to 4>>
<<set $Player_flow to $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<= $Player_alias>>'s eyes flash and then flicker with lines dancing across $her retinas, conjoining and intersecting as targetting angles are figured out on $her behalf. Now her vision tells her precisely where to aim. <br><br>
Smart Link active for 2 turns! Accuracy boosted by 2. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "slashing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias lashes out with a sudden slash of $her backup <<= $Player_weapon_sub>>!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias slashes <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias slashes <<= $Enemy_article>> through a sore spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "piercing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias suddenly lunges in with a jab of $her drawn <<= $Player_weapon_sub>>!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias stabs <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias stabs <<= $Enemy_article>> through a sore spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 15>>
<<set $Player_flow_spent to 15>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "elec">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias feels the <<= $Player_weapon_sub>> vibrate in her hands as she takes aim... and then unleashes a bolt of electric-blue!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias zaps <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias zaps <<= $Enemy_article>> right in a vital area! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "poison">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Tik, tik, tiktiktik... Psh! Hisssssss. $Player_alias makes sure to keep $her distance once the gas grenade $she tossed starts to unleash its foul, purple payload!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias chokes <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 50>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias chokes <<= $Enemy_article>>, trapping them in the cloud of poison gas! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 15>>
<<set $Player_special_ability_damage to 4>>
<<set $Player_special_ability_accuracy to 4>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $SLAM_F_Cooldown to 2>>
<<set $Actual_damage_range to "3d3">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias twists slightly, the SLAM upon her shoulder swivelling to face $Enemy_article. Squinting one eye shut, reticules and targeting vectors dance across $her open eye, before... Ffhut- FWOOSH! Smoke and embers dance in a great puff behind her as sparks fly from the back of the shrieking napalm missile sailing towards the foe!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! The SLAM-F impacts a wall and bathes it in burning muck. <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, submerging them in burning jelly! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 75>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>, searing them with burning jelly that won't come off! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 150>>
<<set $Player_status_duration to ($Player_wits_total + 2)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 20>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to 100>>
<<set $Player_special_ability_dodge to 2>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 2>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "3d2">>
<<include "Weapon Damage Range">>
<<set $SLAM_G_Cooldown to 2>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias keeps moving, the SLAM on $her shoulder swivelling around and panning up to unleash a shrieking little missile that skims across the ceiling, banks sharply... and then careens towards the enemy!
<<include "sp2">>
<b>Dodge is increased! This attack cannot miss!</b>
<<include "sp2">>
<<if $Player_success is 1 or $Player_success is 0>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, of course! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>! Now that's one hell of a guidance system - Critical damage! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 25>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 2>>
<<set $Player_special_ability_dice_bonus to 2>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d3">>
<<include "Weapon Damage Range">>
<<set $SLAM_P_Cooldown to 2>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "slashing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias skids to a grinding halt, briefly carried by $her momentum as she lines up a shot. $Her SLAM cranes down against $her shoulder to reduce the recoil of this particularly heavy missile blasting off, the tip rotating with keenly curved blades like a demented medieval drill!
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! The missile shatters against a wall before detonating... <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, shredding their armour to pieces! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Enemy_toughness to $Enemy_toughness - 2>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<<set $Player_damage to $Player_damage * 2>>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>, the P missile damn near drilling right through them before it detonates! <<include "sp2">>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Enemy_toughness to $Enemy_toughness - 2>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow to $Player_glow - 25>>
<<set $Player_temp to ($Player_shield_max / 2)>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_shield to Math.clamp ($Player_shield + $Player_temp, 0, $Player_shield_max)>>
$Player_alias flares brightly as energy crackles across $her body, $her shield partially restored by <<= $Player_temp>>!
<<if $Perk_Emergency_Nanobots > 0>>
<<set $Player_temp2 to ($Player_hp_max / 4)>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_temp2, 0, $Player_hp_max)>>
<<set $Player_temp3 to ($Player_focus_max / 8)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_temp3, 0, $Player_focus_max)>>
$Her body is also partially repaired as the excess energy is used to fuel the nanobots lurking beneath $her synthskin, guiding them to damaged spots and across her biomechanical brain to knit and weld and weave anew. Recovered $Player_temp2 HP and $Player_temp3 Focus!
<</if>>
<<include "sp">>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Core_Push_Cooldown to 4>>
<<set $Player_glow to $Player_glow>>
<<= $Player_alias>> places a hand over $her chest with a grimace, glaring up at <<= $Enemy_article>>. That hesitation is soon eliminated - the glowing lights across $her body suddenly flare brightly as override codes unleash the limiters on $her power core. <br><br>
<<= $Player_alias>>'s core is overloaded! All attributes boosted for 2 turns! <br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<set $game_name to "MERCANOID">>
<<set $Player_class to "MERCANOID">>
<<set $Player_alias to "Mio">>
<<set $Player_strength to 1>>
<<set $Player_agility to 1>>
<<set $Player_wits to 1>>
<<set $Player_toughness to 1>>
<<set $Player_hp_max to 35>>
<<set $Player_hp to 35>>
<<set $Player_shield_natural to 10>>
<<set $gold to "Credits">>
<<set $Quest_Operation_Rosebud_Stage to 0>>
<<set $Quest_The_Armoury_Stage to 0>>
<<set $Quest_Cybernetic_Slip_And_Slide_Stage to 0>>
<<set $MERCANOID_Storage_Module_Chest1 to 0>>
<<set $I_W_1 to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_1_D to "Zipper Arm Cannon">>
<<set $I_W_1_T to "Zipper Arm Cannon">>
<<set $I_W_P to 1>>
<<set $Zipper_Arm_Cannon_Position to 1>>
<<set $I_SW_1 to $Freqblade_Knife_Icon>>
<<set $I_SW_1_D to "Freqblade Knife">>
<<set $I_SW_1_T to "Freqblade Knife">>
<<set $I_SW_P to 1>>
<<set $Freqblade_Knife_Position to 1>>
<<set $I_A_1 to $Impact_Vest_Icon>>
<<set $I_A_1_D to "MERCANOID Standard Issue Impact-Vest">>
<<set $I_A_1_T to "Impact Vest">>
<<set $I_A_P to 1>>
<<set $Impact_Vest_Position to 1>>
<<set $I_CL_1 to $Breaching_Wear_Icon>>
<<set $I_CL_1_D to "MERCANOID Breaching Wear">>
<<set $I_CL_1_T to "Breaching Wear">>
<<set $I_CL_P to 1>>
<<set $Breaching_Wear_Position to 1>>
<<set $I_AC_1 to $Breaching_Jacket_Icon>>
<<set $I_AC_1_D to "MERCANOID Breaching Jacket">>
<<set $I_AC_1_T to "Breaching Jacket">>
<<set $I_AC_P to 1>>
<<set $Breaching_Jacket_Position to 1>>
<<set $test_chest_locked to "locked">>
<<set $test_chest_looted to "unlooted">>
<<set $MS_Armoury_Open to 0>>
<<set $MS_Armoury_Examined to 0>>
<<set $MS_Acid_Obtained to 0>>
<<set $MERCANOID_Lube to 0>>
<<set $MERCASAVED to 0>>
<<set $MERCANOID_CA_ENCOUNTER to 0>>
<<set $MERCANOID_CHECKPOINT_A to 0>>
<<set $MERCANOID_CHECKPOINT_B to 0>>
<<set $HAB_A1_UNLOCKED to 0>>
<<set $HAB_A2_UNLOCKED to 0>>
<<set $HAB_A3_UNLOCKED to 0>>
<<set $HAB_B1_UNLOCKED to 0>>
<<set $HAB_B2_UNLOCKED to 0>>
<<set $HAB_B3_UNLOCKED to 0>>
<<set $MERCA_Dizz_Quest to 0>>
<<set $B4B3_Scene to 0>>
<<set $M_M4X_Met to 0>>
<<set $M_iRIS_Met to 0>>
<<set $Selene_Staring to 0>>
<<set $M4X_Affection to 1>>
<<set $M_Gulper_Met to 0>>
<<set $M_Gulper_Survival_Check to 4>>
<<set $MERCANOID_ChA_ENCOUNTER to 0>>
<<set $Isolde_Safe to 0>>
<<set $Ervina_Safe to 0>>
<<set $Blankenship_Safe to 0>>
<<set $Ruzi_Safe to 0>>
<<set $Iziria_Safe to 0>>
<<set $Rudrexi_Safe to 0>>
<<set $Flakk_Safe to 0>>
<<set $Jiikii_Safe to 0>>
<<set $Meh_Safe to 0>>
<<set $Selene_Safe to 0>>
<<set $MERCA_JiiKii_Quest to 0>>
<<set $iRIS_Punch_Cooldown to 0>>
<<set $Blankenship_Code_1 to dice('1d9')>>
<<set $Blankenship_Code_2 to dice('1d9')>>
<<set $Blankenship_Code_3 to dice('1d9')>>
<<set $Blankenship_Code_1 to $Blankenship_Code_1 * 100>>
<<set $Blankenship_Code_2 to $Blankenship_Code_2 * 10>>
<<set $Blankenship_Code to ($Blankenship_Code_1 + $Blankenship_Code_2 + $Blankenship_Code_3)>>
<<set $Blankenship_Code_1 to $Blankenship_Code_1 / 100>>
<<set $Blankenship_Code_2 to $Blankenship_Code_2 / 10>>
<<set $MERCANOID_Blankenship_Quest to 0>>
<<set $MS_Jii_Case to 0>>
<<set $MS_Jii_Case_Found to 0>>
<<set $DEFF_Ray_Picked to 0>>
<<set $MERCA_Vent to 0>>
<<set $MS_Mean_Bite to 0>>
<<set $MS_Meh_Parents to 0>>
<<set $MS_BR_Locker_1 to 0>>
<<set $MS_BR_Locker_2 to 0>>
<<set $MS_Head_Over_Heels to 0>>
<<set $MS_Calibrations_My_Dear to 0>>
<<set $MS_Drone_Body to 0>>
<<set $MS_Isolde_Quest to 0>>
<<set $MS_Ruzi_Quest to 0>>
<<set $MS_Iziria_Quest to 0>>
<<set $MS_Selene_Quest to 0>>
<<set $MS_M4X_Quest to 0>>
<<set $M4X_Shop_Affection to 1>>
<<set $iRIS_Shop_Affection to 1>>
<<set $Drone_Support_Cooldown to 0>>
<<set $MERCANOID_Anemone_Revealed to 0>>
<<set $MS_Cybernetic_Slip_And_Slide_Science to 0>>
<<set $MS_Cybernetic_Slip_And_Slide_Diplomacy to 0>>
<<set $MS_Head_Over_Heels_Handiwork to 0>>
<<set $MS_Head_Over_Heels_Acrobatics to 0>>
<<set $MS_Armoury_Lift to 0>>
<<set $MS_Trapmaw_Acrobatics to 0>>
<<set $MERCANOID_Anemone_Lift to 0>>
<<set $MS_Annex_Acrobatics to 0>>
<<set $Isolde_Quest to 0>>
<<set $Ervina_met to 0>>
<<set $MERCA_ENDING to "MERCANOID Good Ending Selene">>
<<set $MERCA_Ending_Good to 0>>
<<set $SLAM_F_Cooldown to 0>>
<<set $SLAM_G_Cooldown to 0>>
<<set $SLAM_P_Cooldown to 0>>
<<set $Emergency_Shielding_Cooldown to 0>>
<<set $Capacitor_Discharge_Cooldown to 0>>
<<set $MERCA_Selene_Quest to 0>>
<<silently>>
THIS IS WHERE YOU INCLUDE THE INITIAL EQUIP SCRIPTS FOR STARTING GEAR!
<</silently>>
<<set $W_Zipper_Arm_Cannon_Equipped to 1>>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Equipped_Icon>>
<<set $I_W_P to $Zipper_Arm_Cannon_Position>>
<<set $I_W_1 to $I_W_I_U>>
<<set $Player_weapon_main = "'Zipper' Arm Cannon">>
<<set $Player_weapon_main_damage_type = "energy">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "arm cannon">>
<<set $Player_weapon_main_damage_range = "1d6">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d6">>
<<set $Player_weapon_main_attack_type = "Tricky">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Double_Tap to 1>>
<<set $WSA_Charge_Shot to 1>>
<<if $W_Zipper_Arm_Cannon_Mod_1 is 1>>
<<set $Player_weapon_main_damage_type_2 = "heat">>
<</if>>
<<if $W_Zipper_Arm_Cannon_Mod_2 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 1>>
<</if>>
<<if $W_Zipper_Arm_Cannon_Mod_3 is 1>>
<<set $SA_Smart_Link to 1>>
<</if>>
<<set $SW_Freqblade_Knife_Equipped to 1>>
<<set $I_SW_I_U to $Freqblade_Knife_Equipped_Icon>>
<<set $I_SW_P to $Freqblade_Knife_Position>>
<<set $I_SW_1 to $I_SW_I_U>>
<<set $Player_weapon_sub = "Freqblade">>
<<set $Player_weapon_sub_damage_type = "slashing">>
<<set $Player_weapon_sub_damage_type_2 = "piercing">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "1h blade">>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Agile">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 1>>
<<set $swSA_Slash to 1>>
<<set $swSA_Stab to 1>>
<<set $A_Impact_Vest_Equipped to 1>>
<<set $I_A_I_U to $Impact_Vest_Equipped_Icon>>
<<set $I_A_P to $Impact_Vest_Position>>
<<set $I_A_1 to $I_A_I_U>>
<<set $Player_armour to "impact vest">>
<<set $Player_armour_verbose to "sleek, body-hugging impact vest">>
<<set $Player_armour_description to "Mio is protected by an Impact Vest: a padded leotard made from a stretchy, impact-absorbant material. It clings tightly, conforming to curves, nigh-impossible to rip - though it does creak with more pronounced movements.">>
<<set $Player_armour_on = 1>>
<<set $Player_armour_defence = 1>>
<<set $Player_armour_dodge = 0>>
<<set $Player_shield_armour = 0>>
<<set $Player_armour_sexy = 1>>
<<set $Player_armour_badass = 1>>
<<set $Player_armour_blunt = 1>>
<<set $Player_armour_acid = 1>>
<<set $AC_Breaching_Jacket_Equipped to 1>>
<<set $I_AC_I_U to $Breaching_Jacket_Equipped_Icon>>
<<set $I_AC_P to $Breaching_Jacket_Position>>
<<set $I_AC_1 to $I_AC_I_U>>
<<set $Player_accessory to "breaching jacket">>
<<set $Player_accessory_fire = 1>>
<<set $CL_Breaching_Wear_Equipped to 1>>
<<set $I_CL_I_U to $Breaching_Wear_Equipped_Icon>>
<<set $I_CL_P to $Breaching_Wear_Position>>
<<set $I_CL_1 to $I_CL_I_U>>
<<set $Player_outfit = "breaching uniform">>
<<set $Player_outfit_on = "yes">>
<<set $Player_outfit_sexy = 1>>
<<set $Player_outfit_badass = 2>>
<<set $Player_outfit_description = "Mio is wearing her Breaching Wear. It is a tactical outfit designed to work in tandem with an Impact-Vest, coloured in muted, dull purples, with a number of precisely measured slits and zips to allow for the potential placement of modular attachments. It consists of a tanktop, low-slung shorts that stop before the legs connection ports, and padded, individually-separated sleeves and leggings in gunmetal black, along with plenty of pouches - most prominently of all upon a bandolier that crosses the torso.">>
<<set $Player_outfit_top = "snug tanktop">>
<<set $Player_outfit_bottom = "low-slung shorts">>
<<set $Player_outfit_legs = "padding-protected legs">>
<<set $Player_outfit_boots = "armoured feet">>
<<set $Player_outfit_arms = "sleeve-covered arms">>
<<set $Player_outfit_gloves = "knuckle-gloved hands">>
<<replace '#story-caption'>><<include StoryCaption>><</replace>><<nobr>>
<<if $Player_charging_charge_shot>>
<<include "Special Attack Charge Shot">>
<</if>>
<</nobr>><<nobr>>
<<if $Core_Push_Cooldown > 0>>
<<= $Player_alias>>'s core hungers... <br>
<<if $Player_glow > 0>>
<<set $Player_glow = $Player_glow - 10>>
<<if $Player_glow <= 0>>
<<= $Player_alias>> is out of Glow!
<</if>>
<<if $Player_glow < 0>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_glow, 0, $Player_hp_max)>>
<<set $Player_glow = $Player_glow / -1>>
$Player_alias took $Player_glow damage from $her overheated core! <<include "sp">>
<<set $Player_glow = 0>>
<</if>>
<<else>>
<<set $Player_hp = Math.clamp($Player_hp - 10, 0, $Player_hp_max)>>
$Player_alias took 10 damage from $her overheated core! <<include "sp">>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<</if>>
<<if $Core_Push_Cooldown is 3>>
<<= $Player_alias>>'s core goes into emergency cooling, <b>no longer overcharged!</b> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <<include "sp">>
<</if>>
<<if $Core_Push_Cooldown is 1>>
<<= $Player_alias>>'s core lets off a -hiss- as it vents one final burst of steam, <b>fully cooled.</b> <<include "sp">>
<</if>>
<<if $Smart_Link_Cooldown is 3>>
The <b>Smartlink</b> shuts off to prevent spontaneous cranial combustion. Turning this safety measure off is ill-advised. <<include "sp">>
<</if>>
<<if $Drone_Support_Cooldown gt 0>>
<<set $Drone_Support_Cooldown to $Drone_Support_Cooldown - 1>>
<</if>>
<<include "Combat Companion Player Status">>
<</nobr>><span id="item-screen">[img[$Overcharged_Tazer_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Crackle-House <b>Tazer (Overcharged)</b>
<br><br>
<b>Damage range:</b> 1d5 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Zapper || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Elec || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Taze</b> - Perform a Base-tier Elec attack. 15 Flow.
<br><br>
A civilian weapon with some decidedly un-civilian modifications. Ranged Tazers are a popular weapon choice for those who spend ample time on starships, from Captains to Serial Vacationers. While ancient Terran takes on this type of device relied on direct contact - either via physical application of the weapon, or via fired prongs connected by cables - this version is more typical of the modern day. A tiny sticky-tipped speck of a dart is fired and, upon making contact with the target, it acts as a conductor to draw in a powerful electric charge. This is non-lethal, of course... when it hasn't been overcharged to the point of vibrating in one's hand when held. <span class="codex"><<link "Crackle-House">><<set $Codex_Return to "Overcharged Tazer">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Crackle House">><</dialog>><</link>></span> can be thanked for the modifications made to this basic design, turning it into a weapon of questionable safety... to targets <i>and</i> to users. It is a <span class="tricky">Tricky</span> weapon due to the care that must be taken using it - hitting someone is the easy part, not getting shocked in the process is the trick.
<br><br>
<i>While the popular image of the self-made Captain surviving pitched, gunslinging battles by the skin of their teeth as they make their way across the frontier worlds remains engraved on the public consciousness, the truth is that many of them prefer Tazers. Less likely to blow a massive hole in your spaceship.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Overcharged Tazer Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_Overcharged_Tazer_Equipped is 0>>
<<set $Player_temp to 15>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Overcharged Tazer">>
<<set $Subweapon_Remove to "Overcharged Tazer">>
<<set $Subweapon_Remove_Position to $Overcharged_Tazer_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Overcharged_Tazer_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $Overcharged_Tazer_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_Overcharged_Tazer_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "Overcharged Tazer">>
<<set $Subweapon_Remove_Position to $Overcharged_Tazer_Position>>
<<include "Remove Subweapon">>
<<set $Overcharged_Tazer_Position to 0>>
<<set $Overcharged_Tazer_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $Overcharged_Tazer_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $Overcharged_Tazer_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $Overcharged_Tazer_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $Overcharged_Tazer_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><span id="item-screen">[img[$Freqblade_Knife_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Huntsman <b>Freqblade</b>
<br><br>
<b>Damage range:</b> 1d4 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 1
<br>
<b>Archetype:</b> 1-handed Blade || <b>Dam Type:</b> <span class="agile">Agile</span>
<br>
<b>Element:</b> Slashing || <b>Element 2:</b> Piercing
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Slash</b> - Perform a Slashing attack. Free.<br>
<b>Stab</b> - Perform a Piercing attack. Free.
<br><br>
A short-bladed knife with a somewhat oversized hilt. The blade gleams brightly, at odds with its dull edge. When activated via a firm grip upon the hilt, the blade begins to vibrate at intense speeds, allowing it to cut through most things like melted butter - but, given its short length, it can't inflict major wounds. A common backup weapon for Synthetics, as they are unlikely to suffer <span class="codex"><<link "FFS">><<set $Codex_Return to "Freqblade Knife">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex FFS">><</dialog>><</link>></span> from extended use. It is an <span class="agile">Agile</span> weapon due to its small size and recommended attack patterns.
<br><br>
<i>Freqblades are a common sight across the galaxy, and just more proof - were it needed - that no weapon is ever rendered obsolete... merely in need of an occasional upgrade. Freqblades are particularly popular against Kinetic Shielding, for while it can stop a high-speed bullet, it cannot stop a comparatively sluggishly-swiped melee strike. Whereas a normal blade would be stopped by backup armour, however, a Freqblade can sing through cleanly.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Freqblade Knife Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_Freqblade_Knife_Equipped is 0>>
<<set $Player_temp to 15>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Freqblade Knife">>
<<set $Subweapon_Remove to "Freqblade Knife">>
<<set $Subweapon_Remove_Position to $Freqblade_Knife_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Freqblade_Knife_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $Freqblade_Knife_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_Freqblade_Knife_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "Freqblade Knife">>
<<set $Subweapon_Remove_Position to $Freqblade_Knife_Position>>
<<include "Remove Subweapon">>
<<set $Freqblade_Knife_Position to 0>>
<<set $Freqblade_Knife_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $Freqblade_Knife_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $Freqblade_Knife_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $Freqblade_Knife_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $Freqblade_Knife_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><span id="item-screen">[img[$Riot_Grenade_Printer_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Arrowhead <b>Riot Grenade Printer</b>
<br><br>
<b>Damage range:</b> 1d5 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 2 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Grenade || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Poison || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Irritant</b> - Attempts to Poison the enemy with a Base-tier Poison attack. 35 Flow.
<br><br>
A small device affixed to a shoulder strap, worn at the hip. When active, it will set about printing the inner workings, chemical composition and casing for a standardized Riot Grenade. It has capacity for three such grenades, and if one is removed, it will print another. If more are printed than needed, they can be safely broken back down at a slight loss of resources. Mio is barely affected by the gas, but it seems tentacle monsters are none-too-fond of it. It is a <span class="tricky">Tricky</span> weapon: the act of tossing a grenade isn't so difficult, but the printer can require quick thinking to fix if something goes wrong.
<br><br>
<i>It is often said that it is better to have something and not need it, than to need something and not have it. When the thing in question is a grenade with a limited shelf-life that can be difficult or downright hazardous to dispose of though, then perhaps it is better to have the thing that makes it and not need it.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Riot Grenade Printer Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_Riot_Grenade_Printer_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Riot Grenade Printer">>
<<set $Subweapon_Remove to "Riot Grenade Printer">>
<<set $Subweapon_Remove_Position to $Riot_Grenade_Printer_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Riot_Grenade_Printer_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $Riot_Grenade_Printer_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_Riot_Grenade_Printer_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "Riot Grenade Printer">>
<<set $Subweapon_Remove_Position to $Riot_Grenade_Printer_Position>>
<<include "Remove Subweapon">>
<<set $Riot_Grenade_Printer_Position to 0>>
<<set $Riot_Grenade_Printer_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $Riot_Grenade_Printer_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $Riot_Grenade_Printer_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $Riot_Grenade_Printer_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $Riot_Grenade_Printer_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_Freqblade_Knife_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_Freqblade_Knife_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_Freqblade_Knife_Equipped to 1>>
<<set $I_SW_I_U to $Freqblade_Knife_Equipped_Icon>>
<<set $I_SW_P to $Freqblade_Knife_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Freqblade">>
<<set $Player_weapon_sub_damage_type = "slashing">>
<<set $Player_weapon_sub_damage_type_2 = "piercing">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "1h blade">>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Agile">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 1>>
<<set $swSA_Slash to 1>>
<<set $swSA_Stab to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Freqblade Knife">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_Freqblade_Knife_Equipped to 0>>
<<set $I_SW_I_U to $Freqblade_Knife_Icon>>
<<set $I_SW_P to $Freqblade_Knife_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Freqblade Knife">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_Overcharged_Tazer_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_Overcharged_Tazer_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_Overcharged_Tazer_Equipped to 1>>
<<set $I_SW_I_U to $Overcharged_Tazer_Equipped_Icon>>
<<set $I_SW_P to $Overcharged_Tazer_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Overcharged Tazer">>
<<set $Player_weapon_sub_damage_type = "elec">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "zapper">>
<<set $Player_weapon_sub_damage_range = "1d5">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d5">>
<<set $Player_weapon_sub_attack_type = "Tricky">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Taze to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Overcharged Tazer">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_Overcharged_Tazer_Equipped to 0>>
<<set $I_SW_I_U to $Overcharged_Tazer_Icon>>
<<set $I_SW_P to $Overcharged_Tazer_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Overcharged Tazer">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_Riot_Grenade_Printer_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_Riot_Grenade_Printer_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_Riot_Grenade_Printer_Equipped to 1>>
<<set $I_SW_I_U to $Riot_Grenade_Printer_Equipped_Icon>>
<<set $I_SW_P to $Riot_Grenade_Printer_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Riot Grenade Printer">>
<<set $Player_weapon_sub_damage_type = "poison">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "grenade">>
<<set $Player_weapon_sub_damage_range = "1d5">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d5">>
<<set $Player_weapon_sub_attack_type = "Tricky">>
<<set $Player_weapon_sub_accuracy_bonus = 2>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Irritant to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Riot Grenade Printer">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_Riot_Grenade_Printer_Equipped to 0>>
<<set $I_SW_I_U to $Riot_Grenade_Printer_Icon>>
<<set $I_SW_P to $Riot_Grenade_Printer_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Riot Grenade Printer">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$Impact_Vest_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
MERCANOID Standard Issue <b>Impact-Vest</b>
<br><br>
<b>Defense:</b> + 1 || <b>Dodge:</b> + 0 || <b>Shield:</b> + 0
<br>
<b>Sex Appeal</b>: + 1 || <b>Intimidation</b>: + 1
<br>
<b>Specs:</b> + Blunt def, + Acid def
<br><br>
Created by the same company who made Mio and her fellow MERCANOIDS, the Impact Vest is a one-size-fits-all basic armour solution which fits snug around the torso of a synthetic unit akin to a leotard. While most easily fitted before modular limbs are attached, it can be removed with some... 'creative' wiggling. It hardens in response to blunt force impact, and as a side effect of the material used it is also resistant to acid.
<br><br>
This particular model is a slate grey-black, and is comprised of a shock-absorbing, compressable material somewhat akin to rubber, but far more pliable. It bears no patterns or marks save for Mio's serial number and barcode at the turtleneck seal beneath her jawline, tightened with two hanging tassles flanking her neck. It is sleeveless, and conforms to Mio's torso tightly so as not to inhibit her movement. As a result, it accentuates her body's bustline.
<br><br>
When not worn, it reverts to a default, highly compact shape - no more than a slightly mishapen triangle of flobbery material. In this case, the old line 'your clothes would look better on my floor' is objectively untrue.
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "MERCANOID Standard Issue Impact-Vest Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $A_Impact_Vest_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Armour">>
<<set $Shop_Item_Name to "Impact Vest">>
<<set $Armour_Remove to "Impact Vest">>
<<set $Armour_Remove_Position to $Impact_Vest_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Impact_Vest_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Armour">>
<<set $Impact_Vest_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $A_Impact_Vest_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Armour_Remove to "Impact Vest">>
<<set $Armour_Remove_Position to $Impact_Vest_Position>>
<<include "Remove Armour">>
<<set $Impact_Vest_Position to 0>>
<<set $Impact_Vest_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Armour_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_A_Move to $Impact_Vest_Position>>
<<include "Inventory Armour Move Left">>
<<set $Impact_Vest_Position to $I_A_Move>>
<</link>> || <<link "Move Right">>
<<set $I_A_Move to $Impact_Vest_Position>>
<<include "Inventory Armour Move Right">>
<<set $Impact_Vest_Position to $I_A_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $A_Impact_Vest_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Armour">>
<<set $A_Impact_Vest_Equipped to 1>>
<<set $I_A_I_U to $Impact_Vest_Equipped_Icon>>
<<set $I_A_P to $Impact_Vest_Position>>
<<include "Armour Icon Equip Changer">>
<<set $Player_armour to "impact vest">>
<<set $Player_armour_verbose to "sleek, body-hugging impact vest">>
<<set $Player_armour_description to "Mio is protected by an Impact Vest: a padded leotard made from a stretchy, impact-absorbant material. It clings tightly, conforming to curves, nigh-impossible to rip - though it does creak with more pronounced movements.">>
<<set $Player_armour_on = 1>>
<<set $Player_armour_defence = 1>>
<<set $Player_armour_dodge = 0>>
<<set $Player_shield_armour = 0>>
<<set $Player_armour_sexy = 1>>
<<set $Player_armour_badass = 1>>
<<set $Player_armour_blunt = 1>>
<<set $Player_armour_acid = 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "MERCANOID Standard Issue Impact-Vest">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $A_Impact_Vest_Equipped to 0>>
<<set $I_A_I_U to $Impact_Vest_Icon>>
<<set $I_A_P to $Impact_Vest_Position>>
<<include "Unequip Armour">>
<<include "Armour Icon Equip Changer">>
<<replace "#item-screen">><<include "MERCANOID Standard Issue Impact-Vest">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$Security_Armour_Overlay_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
<b>Security Armour Overlay</b>
<br><br>
<b>Defense:</b> + 2 || <b>Dodge:</b> + -1 || <b>Shield:</b> + 0
<br>
<b>Sex Appeal</b>: + 1 || <b>Intimidation</b>: + 2
<br>
<b>Specs:</b> + Blunt def, + Slashing def, + Sonic def
<br><br>
A set of somewhat thin but sturdy armour plates and their accompanying straps, designed to be worn around the body without obscuring the movement of joints too badly. Whether they accomplish this is debatable: they definitely provide more protection, but this particular set feels like it was sized for someone much slimmer that Mio.
<br><br>
It comes in a charcoal black-gray and has a mostly matte finish with just a touch of gloss: though that might be down to a fine coating of slime that's proving impossible to remove. The straps are a much lighter gray in colour, with black buckles.
<br><br>
<i>More or less identical to a template for armour design seen across the Galaxy, this brand is so generic that it isn't even labelled in any way. It may be a TentaCo in-house job. Given that the facility is a remote outpost with no other companies within vicinity, perhaps the need for branding was simply forgone.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Security Armour Overlay Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $A_Security_Armour_Overlay_Equipped is 0>>
<<set $Player_temp to 25>>
<<set $Shop_Item_Type to "Armour">>
<<set $Shop_Item_Name to "Security Armour Overlay">>
<<set $Armour_Remove to "Security Armour Overlay">>
<<set $Armour_Remove_Position to $Security_Armour_Overlay_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Security_Armour_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Armour">>
<<set $Security_Armour_Overlay_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $A_Security_Armour_Overlay_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Armour_Remove to "Security Armour Overlay">>
<<set $Armour_Remove_Position to $Security_Armour_Overlay_Position>>
<<include "Remove Armour">>
<<set $Security_Armour_Overlay_Position to 0>>
<<set $Security_Armour_Overlay_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Armour_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_A_Move to $Security_Armour_Overlay_Position>>
<<include "Inventory Armour Move Left">>
<<set $Security_Armour_Overlay_Position to $I_A_Move>>
<</link>> || <<link "Move Right">>
<<set $I_A_Move to $Security_Armour_Overlay_Position>>
<<include "Inventory Armour Move Right">>
<<set $Security_Armour_Overlay_Position to $I_A_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $A_Security_Armour_Overlay_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Armour">>
<<set $A_Security_Armour_Overlay_Equipped to 1>>
<<set $I_A_I_U to $Security_Armour_Overlay_Equipped_Icon>>
<<set $I_A_P to $Security_Armour_Overlay_Position>>
<<include "Armour Icon Equip Changer">>
<<set $Player_armour to "security armour plates">>
<<set $Player_armour_verbose to "segmented and separated armour plates">>
<<set $Player_armour_description to "Mio is protected by a generic security armour plate overlay set: a series of thin but sturdy uparmoured sections affixed to her body via straps. They're a little redundant around her hardcase limbs, but they provide welcome protection to her torso, especially with the main breastplate. However, they're a little tight around the joints...">>
<<set $Player_armour_on = 1>>
<<set $Player_armour_defence = 2>>
<<set $Player_armour_dodge = -1>>
<<set $Player_shield_armour = 0>>
<<set $Player_armour_sexy = 1>>
<<set $Player_armour_badass = 1>>
<<set $Player_armour_blunt = 1>>
<<set $Player_armour_slashing = 1>>
<<set $Player_armour_sonic = 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Security Armour Overlay">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $A_Security_Armour_Overlay_Equipped to 0>>
<<set $I_A_I_U to $Security_Armour_Overlay_Icon>>
<<set $I_A_P to $Security_Armour_Overlay_Position>>
<<include "Unequip Armour">>
<<include "Armour Icon Equip Changer">>
<<replace "#item-screen">><<include "Security Armour Overlay">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$TALE_Device_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
<b>TALE Device</b>
<br><br>
<b>Specs:</b> +1 Accuracy Bonus
<br><br>
The TALE is a shoulder-mounted unit that consists of a slender and flexible mechanical arm terminating in a mount for a laser sight. Upon connecting with a target, it feeds relevant information to the user, measuring distance, temperature and, most importantly, painting a big red glowing light to shoot at.
<br><br>
It stands for Target Acquisition Laser Emitter. However, given that 'Laser' is actually an acronym for 'Light Amplification by Stimulated Emission of Radiation', the terminally pedantic have signed multiple petitions to have its name changed to TALASERE.
<br><br>
At least one such pedant must have operated this particular example of the device at some point in the past, for the surface-level etching of 'TALE' has been defaced - poorly - to read 'TALASERE' instead.
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "TALE Device Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $AC_TALE_Device_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Accessory">>
<<set $Shop_Item_Name to "TALE Device">>
<<set $Accessory_Remove to "TALE Device">>
<<set $Accessory_Remove_Position to $TALE_Device_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $TALE_Device_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Accessory">>
<<set $TALE_Device_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $AC_TALE_Device_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "TALE Device">>
<<set $Accessory_Remove_Position to $TALE_Device_Position>>
<<include "Remove Accessory">>
<<set $TALE_Device_Position to 0>>
<<set $TALE_Device_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $TALE_Device_Position>>
<<include "Inventory Accessory Move Left">>
<<set $TALE_Device_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $TALE_Device_Position>>
<<include "Inventory Accessory Move Right">>
<<set $TALE_Device_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
$Player_alias examines the Zipper Arm Cannon laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Zipper_Arm_Cannon_Mod_1 is 1>>
A <b>Plasma Ejector</b> is installed, adding Heat damage as a secondary element. The barrel has been significantly reinforced to handle the excessively high temperatures, bulking it out with curving, heatsinking flanges - though it's mostly additional density, not mass.
<<else>>
With the right parts, a <b>Plasma Ejector</b> could be added to push the safe discharge temperature to higher peaks, making the projectiles fired inflict <b>Energy/Heat damage.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 4 Mats (have $Player_crafting_mats), 2 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 4 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 4>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<set $W_Zipper_Arm_Cannon_Mod_1 to 1>>
<<dialog>>
Sparks fly, metal melts upon metal... and time passes. $Player_alias hoists the Arm Cannon up and tests the adjusted weight, satisfaction etched upon $her face.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Zipper Arm Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 4 or $Player_crafting_tek < 2>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<hrt><hr></hrt> /* MOD NUMBER 2 */
<<if $W_Zipper_Arm_Cannon_Mod_2 is 1>>
A <b>Core Booster</b> is installed, adding +1 total damage. A series of thick, inflexible tubes curl from the trans-metal window that safeguards and displays the core, hooked into a lump of metal innocuously welded atop the cannon.
<<else>>
With the right parts, a <b>Core Booster</b> could be added in order to slightly improve firepower, <b>increasing damage by +1.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 2 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Zipper_Arm_Cannon_Mod_2 to 1>>
<<dialog>>
Sparks fly, metal melts upon metal... and time passes. $Player_alias hoists the Arm Cannon up and, despite wincing from the brightened Glow core glaring upon $her face, $she grins in anticipation of using it.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Zipper Arm Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 4 or $Player_crafting_tek < 2>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<hrt><hr></hrt> /* MOD NUMBER 3 */
<<if $W_Zipper_Arm_Cannon_Mod_3 is 1>>
<b>Smartlink Integration</b> is installed, unlocking the Smartlink special ability in combat. Tricking rocks into thinking can only go so far without luck and time, and so now a small blob of artificially grown brain resides in heat-shielded internal housing within the cannon's base structure.
<<else>>
With the right parts and by not thinking too hard about the horrifying implications of growing a small brain on a gun, <b>Smartlink Integration</b> could be achieved, <b>unlocking the Smartlink ability in combat.</b>
<br><br>
<b>Smartlink</b> - Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow.
<br>
<br>
This would require:
<br>3 Bio (have $Player_crafting_bio), 1 Bit (have $Player_crafting_bits), 1 Mat (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 3 and $Player_crafting_bits gte 1 and
$Player_crafting_mats gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bio to $Player_crafting_bio - 2>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Zipper_Arm_Cannon_Mod_3 to 1>>
<<dialog>>
Chemicals bubble, micro vats broil... and time passes. $Player_alias hoists the Arm Cannon up and tries $her best not to think about the slender chance that the small lump of brain linking the weapon's firing systems to $her head might be internally screaming the whole time. It's a 5% chance at best!
<br><br>
<<link "Return">>
<<dialog>>
<<include "Zipper Arm Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 2 or $Player_crafting_bits < 1 or $Player_crafting_mats < 1 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Zipper Arm Cannon">>
<</dialog>>
<</link>>
<</nobr>><<nobr>>
<<if $AC_TALE_Device_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_TALE_Device_Equipped to 1>>
<<set $I_AC_I_U to $TALE_Device_Equipped_Icon>>
<<set $I_AC_P to $TALE_Device_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "TALE device">>
<<set $Player_accuracy_accessory = 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "TALE Device">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_TALE_Device_Equipped to 0>>
<<set $I_AC_I_U to $TALE_Device_Icon>>
<<set $I_AC_P to $TALE_Device_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "TALE Device">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$Breaching_Wear_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
MERCANOID <b>Breaching Wear</b>
<br><br>
<b>Sex Appeal</b>: + 1 || <b>Intimidation</b>: + 2
<br><br>
A tactical outfit with plenty of carefully-placed slits, openings and zippers to accomodate the standard limbset of a Breacher-module MERCANOID. Whilst not mass-produced as such, and thus made from whatever materials are to hand (usually as the result of extensive repair jobs), they follow a strict blueprint followed by rigidly programmed mechanical manufactories.
<br><br>
Designed in tandem with the Impact-Vest, it doesn't provide much upper or lower torso coverage; just a dull plum-purple tanktop which stops short of the midriff, and daring shorts of matching tone that stop before the connection ports of the MERCANOID's legs, worn beneath an Impact-Vest. Loose, adjustable padded sleeves and leggings in gunmetal black grace the arms and legs, parting along the shoulder, elbow and knee joints and strapped tight elsewhere via the provided buckles. A bandolier of pouches wraps around the torso diagonally opposite from the shoulder with the weapon-mount. Overall, it provides a distinctive and intimidating look.
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "MERCANOID Breaching Wear Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $CL_Breaching_Wear_Equipped is 0>>
<<set $Player_temp to 10>>
<<set $Shop_Item_Type to "Clothing">>
<<set $Shop_Item_Name to "Breaching Wear">>
<<set $Clothing_Remove to "Breaching Wear">>
<<set $Clothing_Remove_Position to $Breaching_Wear_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Breaching_Wear_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Clothing">>
<<set $Breaching_Wear_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $CL_Breaching_Wear_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Clothing_Remove to "Breaching Wear">>
<<set $Clothing_Remove_Position to $Breaching_Wear_Position>>
<<include "Remove Clothing">>
<<set $Breaching_Wear_Position to 0>>
<<set $Breaching_Wear_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Clothing_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_CL_Move to $Breaching_Wear_Position>>
<<include "Inventory Clothing Move Left">>
<<set $Breaching_Wear_Position to $I_CL_Move>>
<</link>> || <<link "Move Right">>
<<set $I_CL_Move to $Breaching_Wear_Position>>
<<include "Inventory Clothing Move Right">>
<<set $Breaching_Wear_Position to $I_CL_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $CL_Breaching_Wear_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Clothing">>
<<set $CL_Breaching_Wear_Equipped to 1>>
<<set $I_CL_I_U to $Breaching_Wear_Equipped_Icon>>
<<set $I_CL_P to $Breaching_Wear_Position>>
<<include "Clothing Icon Equip Changer">>
<<set $Player_outfit = "breaching uniform">>
<<set $Player_outfit_on = "yes">>
<<set $Player_outfit_sexy = 1>>
<<set $Player_outfit_badass = 2>>
<<set $Player_outfit_description = "Mio is wearing her Breaching Wear. It is a tactical outfit designed to work in tandem with an Impact-Vest, coloured in muted, dull purples, with a number of precisely measured slits and zips to allow for the potential placement of modular attachments. It consists of a tanktop, low-slung shorts that stop before the legs connection ports, and padded, individually-separated sleeves and leggings in gunmetal black, along with plenty of pouches - most prominently of all upon a bandolier that crosses the torso.">>
<<set $Player_outfit_top = "snug tanktop">>
<<set $Player_outfit_bottom = "low-slung shorts">>
<<set $Player_outfit_legs = "padding-protected legs">>
<<set $Player_outfit_boots = "armoured feet">>
<<set $Player_outfit_arms = "sleeve-covered arms">>
<<set $Player_outfit_gloves = "knuckle-gloved hands">>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "MERCANOID Breaching Wear">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $CL_Breaching_Wear_Equipped to 0>>
<<set $I_CL_I_U to $Breaching_Wear_Icon>>
<<set $I_CL_P to $Breaching_Wear_Position>>
<<include "Unequip Clothing">>
<<include "Clothing Icon Equip Changer">>
<<replace "#item-screen">><<include "MERCANOID Breaching Wear">><</replace>>
<</link>>
<</if>>
<</nobr>>[img[$Level_1_Keycard_Icon]]
Level 1 Keycard
This is a 'Level 1' Keycard, providing access through the northern checkpoint - Checkpoint A - to the facility labs and monster habitats. Rather than a reusable blank, it also functions as an identity card. This one belongs - or belonged - to a 'Tim Klein', pictured looking rather nervous in their mugshot. Scaled skin of a light sandy tone, with darkened speckles across the cheeks and forehead in an uneven 'stripe' pattern towards the eyes and mouth, with a black nose. A sideshave haircut, black, dotted sclera behind golden eyes... quite fearsome, were it not for Tim's uneasy, lopsided smile.
Putting the mystery of gender to one side, this card won't provide access through Checkpoint B, but it might open up the way to finding one that can.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<link "Move Left">>
<<set $I_K_Move to $Level_1_Keycard_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Level_1_Keycard_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Level_1_Keycard_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Level_1_Keycard_Position to $I_K_Move>>
<</link>></div><</nobr>>[img[$Level_2_Keycard_Icon]]
Level 2 Keycard
This is a Level 2 Keycard. It was given to Mio by Selene, but does not belong to her: she borrowed it from someone who ran into tentacular trouble of their own. Unfortunately, Mio has no idea who that might be: it's pretty well-coated in staining purple muck, obscuring much of the information. Hopefully it will still work in the card reader!
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Level_2_Keycard_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Level_2_Keycard_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Level_2_Keycard_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Level_2_Keycard_Position to $I_K_Move>>
<</link>></div><</nobr>>[img[$Territorial_Acid_Icon]]
Territorial Acid
This substance has been developed from the combatitive secretions certain tentacle monsters generate to use not against potential victims, but against one another - typically in territory disputes, or during times of famine or unexpected environmental shift. As a result, it seems harmless to most substances, but exceedingly dangerous to tentacle biomass. It'll soon neutralize when exposed to the air, and it's not exactly packaged in a container suitable for offensive use, but it could still be useful.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Territorial_Acid_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Territorial_Acid_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Territorial_Acid_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Territorial_Acid_Position to $I_K_Move>>
<</link>></div><</nobr>><span id="item-screen">[img[$Cybuckler_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
MERCANOID <b>Cybuckler</b>
<br><br>
<b>Damage range:</b> 1d3 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 1 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Shield || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Blunt || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Bash</b> - Perform a Bashing attack. Free.
<br><br>
A shield, designed to be mounted on mechanical hardpoints of exosuit-armour or mechanical limbs. It doesn't offer much in the way of offence, but provides a simple boost to one's defences. It's perfectly compatible with Mio for two reasons; for one, it is very simple. Even without her hardpoint mount, she could probably just strap it in place. And for another point... it was made for her model. It is a <span class="forceful">Forceful</span> weapon: it's moderately heavy, and requires strength to proper defend oneself with it.
<br><br>
<i>Little more than a shaped slab of metal and some sturdy straps... but unmistakably familiar. While not an authentic piece, Mio was able to make a convincing replica from her memory banks, just like one she used to have back when the MERCANOID Company was starting out.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Cybuckler Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_Cybuckler_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Simple Weapon">>
<<set $Shop_Item_Name to "Cybuckler">>
<<set $Subweapon_Remove to "Cybuckler">>
<<set $Subweapon_Remove_Position to $Cybuckler_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Cybuckler_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $Cybuckler_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_Cybuckler_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "Cybuckler">>
<<set $Subweapon_Remove_Position to $Cybuckler_Position>>
<<include "Remove Subweapon">>
<<set $Cybuckler_Position to 0>>
<<set $Cybuckler_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $Cybuckler_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $Cybuckler_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $Cybuckler_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $Cybuckler_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_Cybuckler_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_Cybuckler_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_Cybuckler_Equipped to 1>>
<<set $I_SW_I_U to $Cybuckler_Equipped_Icon>>
<<set $I_SW_P to $Cybuckler_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Cybuckler">>
<<set $Player_weapon_sub_damage_type = "blunt">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "shield">>
<<set $Player_weapon_sub_damage_range = "1d3">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d3">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 1>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Bash to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Cybuckler">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_Cybuckler_Equipped to 0>>
<<set $I_SW_I_U to $Cybuckler_Icon>>
<<set $I_SW_P to $Cybuckler_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Cybuckler">><</replace>>
<</link>>
<</if>>
<</nobr>><<set $Scene_Glob_Defeat to 0>>
<<set $Player_Glob_Experience to 0>>
<<set $Scene_Shambler_Defeat to 0>>
<<set $Player_Shambler_Experience to 0>>
<<set $Scene_Gulper_Defeat to 0>>
<<set $Player_Gulper_Experience to 0>>
<<set $Scene_Serenity_Veil_Defeat to 0>>
<<set $Player_Serenity_Veil_Experience to 0>>
<<nobr>>
<<set $Weather_Alert to $Weather_Alert - 1>>
<<set $Weather_Duration to $Weather_Duration - 1>>
<<if $Weather_Duration lte 0>>
<<set $Weather_Change_Info1 to "The weather is changing...">>
<<set $Weather_Season_Duration to 7>>
<<if $Weather_Season is "Spring">>
<<set $Weapon_Season to "Summer">>
<<elseif $Weather_Season is "Summer">>
<<set $Weapon_Season to "Autumn">>
<<elseif $Weather_Season is "Autumn">>
<<set $Weapon_Season to "Winter">>
<<elseif $Weather_Season is "Winter">>
<<set $Weapon_Season to "Spring">>
<</if>>
<<if $Weather_Season is "Spring">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Gusty">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are picking up, adding a slight chill to the air from buffeting gusts.">>
<<set $Weather_Water_Effect to 2>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<</if>>
<<elseif $Weather_Season is "Summer">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Gusty">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are picking up, adding a slight chill to the air from buffeting gusts.">>
<<set $Weather_Water_Effect to 2>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Boiling">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind offers scant comfort for the scorching temperature, sweltering and baking all those unfortunate enough to be caught within it. Phew...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Howling">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind buffets violently, bringing with it the perception of chill from the sheer speed of the rushing gales.">>
<<set $Weather_Water_Effect to 3>>
<</if>>
<<elseif $Weather_Season is "Autumn">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Raging">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds shriek with savage fury, billowing with force enough to bowl a grown man off of his feet.">>
<<set $Weather_Water_Effect to 4>>
<</if>>
<<elseif $Weather_Season is "Winter">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Howling">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind buffets violently, bringing with it the perception of chill from the sheer speed of the rushing gales.">>
<<set $Weather_Water_Effect to 3>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Raging">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds shriek with savage fury, billowing with force enough to bowl a grown man off of his feet.">>
<<set $Weather_Water_Effect to 4>>
<</if>>
<</if>>
<</if>>
<<if $game_name is "MERCANOID">>
<<if $Weather is "Calm" or $Weather is "Still" or $Weather is "Chilled">>
<<set $Weather_Change_Info1 to "<b>The ventilation system emits a worrying grinding noise as the power flickers...</b>">>
<<set $Weather_Change_Info2 to "<b>The ventilation lies dormant, with barely a breeze permitted to drift down the infested halls.</b>">>
<<set $Weather_Report_External to "Eerie silence plagues the halls, interrupted only by distant drips, squelches and slithering echoes. The air is still, letting the stench of hedonism hang heavy upon it.">>
<<set $Weather_Report_Internal to "The gas produced by the Hive Flesh breaks in the wake of Mio's movements, the heavy clouds slow to refill her wake as she moves, fine layers of the stuff accumulating across her synthskin.">>
<<else>>
<<set $Weather_Change_Info1 to "<b>The ventilation system emits a worrying grinding noise as the power flickers...</b>">>
<<set $Weather_Change_Info2 to "<b>The ventilation flares into life with unregulated power, causing gusts down the halls, carrying all manner of gases, spores and toxins. Mio should tread with care until they power back off.</b>">>
<<set $Weather_Report_External to "The damaged ventilation system sends gusts of wind in all directions. It would be refreshing, if it wasn't assisting in the spread of the infestation all around Mio. Random flecks of purple gas and spores swirl past her, and, occasionally, stick to her. Gross.">>
<<set $Weather_Report_Internal to "It's very difficult to see with the gas being buffeted around by the ventilation system working in overdrive. It shrouds everything in a menacing smog, which fills the space Mio vacates just as quickly as she left it... it would be all too easy to lose her way in this humid hell.">>
<</if>>
<</if>>
<</nobr>><<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Season to "Spring">>
<<set $Weather_Season_Duration to 7>>
<<set $Weather_Alert to 0>>
<<set $Weather_Change_Info1 to ".">>
<<set $Weather_Change_Info2 to ".">>
<<set $Weather_Water_Effect to 1>>
<<set $Weather_Report_External to ".">>
<<set $Weather_Report_Internal to ".">>
<<set $Weather_Dice to 0>>
<<set $Weather_active to 1>><<nobr>>
<<set $Player_glow = $Player_glow - 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Capacitor_Discharge_Cooldown to 1>>
<<set $Actual_damage_range to "3d3">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "elec">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Player_damage to $Player_shield>>
<<set $Player_shield to 0>>
$Player_alias slams a hand against $her chest, lights glowing beneath $her synthskin as override instructions are sent to her shield generator. $Her eyes glow brightly, becoming completely solid with their intensity before they dim with a sudden whoosh and rush of electricity, shield completely discharged and repurposed into a massive energy cascade fired from $her palm!
<<include "sp2">>
<<if $Player_success is 1 or $Player_success is 0>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a hit on <<= $Enemy_article>>, frazzling them good! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<if $Perk_Static_Cling is 1>>
With $her shield broken, Mio jerks as a secondary pulse of frazzling energy slams out from $her sparking shield generator!
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 75>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "sp2">>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, bathing them in chaotic electrical energies, frying them with lightning! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<if $Perk_B4B3 is 1>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_special_ability_damage to -2>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to -1>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_damageroll = dice('2d2')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "Tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Player_temp3 to dice("1d3")>>
<<if $Player_temp3 is 1>>
<span style="color:#D891EB">"Commencing air raid!"</span> B4B3 chirps, jetting up above the battle scene. Springing from a wall with her nubby thruster-equipped feet, she aims down with her buster and peppers $Enemy_article with shots!
<<elseif $Player_temp3 is 2>>
<span style="color:#D891EB">"Take this, slimeball!"</span> B4B3 growls adorably as her eyes flash red and tilt angrily inwards, charging up her buster to unleash a single, more powerful shot!
<<elseif $Player_temp3 is 3>>
<span style="color:#D891EB">"You get a blaster bolt, and YOU get a blaster bolt!"</span> B4B3 jeers with menace in her adorable pink screen-eyes, unleashing a barrage of weak shots to pepper $Enemy_article with as she zooms across the battlefield, always staying out of arm's - or tentacle's - reach!
<</if>>
<<include "sp2">>
<<set $Enemy_hp_adjust to ($Player_damage / -1)>>
<<if $Player_success is 0>>
B4B3 misses <<= $Enemy_article>>!
<<elseif $Player_success is 1 or $Player_success is 2>>
B4B3 hits <<= $Enemy_article>>! $Enemy_Article takes $Player_damage damage!<<include "Combat Enemy HP Adjustment">>
<</if>>
<br><br>
<</if>>
<</nobr>><span id="item-screen">[img[$Shredder_Rifle_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Unitek <b>Shredder Rifle</b>
<br><br>
<b>Damage range:</b> 1d6 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Shredder_Rifle_Mod_2 is 1>>1<<else>>0<</if>> || <b>Acc</b> + <<if $W_Shredder_Rifle_Mod_1 is 1>>1<<else>>0<</if>> || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Rifle || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Slashing || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> <<if $W_Shredder_Rifle_Mod_3 is 1>>Serrated<<else>>None<</if>> || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Shredder_Rifle_Mod_1 is 1>>(Edge Refinement)<<else>><s>(Edge Refinement)</s><</if>> || <<if $W_Shredder_Rifle_Mod_2 is 1>>(Blade Shaper)<<else>><s>(Blade Shaper)</s><</if>> || <<if $W_Shredder_Rifle_Mod_3 is 1>>(Serration)<<else>><s>(Serration)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Aimed Shot</b> - A basic attack with +2 Acc. 20 Flow. <br>
<b>Burst Shot</b> - Fire thrice at -1/-3/-6 Acc. 50 Flow. <br>
<b>Smartlink</b> - Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow.
<br><br>
A short-barrelled but heavy rifle, fed by a chunky drum that contains a solid slab of metal. A flip-up set of ironsights and the wide barrel make it clear that this weapon is less about precision, and more about obliterating everything in front of the wielder. An on-board manufacturer takes slivers of the metal feed, shapes them into bladed flechettes, and then expels them with ballistic force. Shredder Rifles are commonly used in sealed-atmosphere environments, for their bladed bullets are unlikely to cause hull breaches. The innate cruelty of the weapon, however, delegates it primarily to use against unintelligent alien fauna and pests... like this outbreak. It is a <span class="forceful">Forceful</span> weapon due to its weight and unusual profile requiring a less-than-ideal grip.
<br><br>
<i><span class="codex"><<link "Unitek">><<set $Codex_Return to "Shredder Rifle">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Unitek">><</dialog>><</link>></span> are the primary suppliers for this weapon design, most often found in facilities just like this, or on fledgling, far-flung colonies after being brought down from sleeper ships to function as crude hunting weapons. Of course, that far out on the frontier, they also see ample use for homestead defence.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Shredder Rifle Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_Shredder_Rifle_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Shredder Rifle">>
<<set $Weapon_Remove to "Shredder Rifle">>
<<set $Weapon_Remove_Position to $Shredder_Rifle_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Shredder_Rifle_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $Shredder_Rifle_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Shredder_Rifle_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Shredder Rifle Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Shredder_Rifle_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Shredder Rifle">>
<<set $Weapon_Remove_Position to $Shredder_Rifle_Position>>
<<include "Remove Weapon">>
<<set $Shredder_Rifle_Position to 0>>
<<set $Shredder_Rifle_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Shredder_Rifle_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Shredder_Rifle_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Shredder_Rifle_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Shredder_Rifle_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Shredder_Rifle_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Shredder_Rifle_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Shredder_Rifle_Equipped to 1>>
<<set $I_W_I_U to $Shredder_Rifle_Equipped_Icon>>
<<set $I_W_P to $Shredder_Rifle_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Shredder Rifle">>
<<set $Player_weapon_main_damage_type = "slashing">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "slug rifle">>
<<set $Player_weapon_main_damage_range = "1d6">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d6">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Aimed_Shot to 1>>
<<set $WSA_Burst_Shot to 1>>
<<set $WSA_Smartlink to 1>>
<<if $W_Shredder_Rifle_Mod_1 is 1>>
<<set $Player_weapon_main_accuracy_bonus = $Player_weapon_main_accuracy_bonus + 1>>
<</if>>
<<if $W_Shredder_Rifle_Mod_2 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 1>>
<</if>>
<<if $W_Shredder_Rifle_Mod_3 is 1>>
<<set $Player_weapon_main_modifier = "serrated">>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Shredder Rifle">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Shredder_Rifle_Equipped to 0>>
<<set $I_W_I_U to $Shredder_Rifle_Icon>>
<<set $I_W_P to $Shredder_Rifle_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Shredder Rifle">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
$Player_alias examines the Shredder Rifle laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Shredder_Rifle_Mod_1 is 1>>
An <b>Edge Refinement</b> module is installed, ensuring each flechette flies cleanly, improving accuracy by cutting down on spread. It's mostly secreted within the flared barrel, narrowing it a tad. Provides +1 Accuracy.
<<else>>
With the right parts, an <b>Edge Refinement</b> should be easy enough to assemble and install. This would modify the projectiles fired to reduce spread, adding <b>+1 Accuracy.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 2 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 2>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Shredder_Rifle_Mod_1 to 1>>
<<dialog>>
Sparks fly, metal melts upon metal... and time passes. $Player_alias hoists the Shredder Rifle up and tests the adjusted weight, satisfaction etched upon $her face.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Shredder Rifle">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Shredder_Rifle_Mod_2 is 1>>
A <b>Blade Shaper</b> is installed, adding +1 total damage. The already hefty drum has been expanded slightly towards the back, the module gathering information on targets to make adjustments to the flechettes as fast as they can fly.
<<else>>
With the right parts, a <b>Blade Shaper</b> could be added in order to slightly improve firepower, <b>increasing damage by +1.</b>
<br>
<br>
This would require:
<br>1 Bits (have $Player_crafting_bits), 3 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 1 and $Player_crafting_mats gte 3 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 3>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Shredder_Rifle_Mod_2 to 1>>
<<dialog>>
Sparks fly, metal melts upon metal... and time passes. $Player_alias hoists the Rifle up and turns it around in $her hands, moving it into a firing stance to get a feel for the change in profile. All is well.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Shredder Rifle">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 1 or $Player_crafting_mats < 3 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Shredder_Rifle_Mod_3 is 1>>
A <b>Serration</b> module is installed, no more than a thumb-sized addition to the front of the metal-feed drum beneath the weapon. After it analyses target composition, it provides additional instructions to the on-board manufacturies to add a bleeding edge to each shot fired.
<<else>>
While some might argue that this gun is brutal enough already, a <b>Serration</b> module would make it even more effective at slashing up monsters. <b>Applies the Serrated modifier, with a chance to inflict Bleeding.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits Bits), 1 Mats (have $Player_crafting_mats), 3 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 1 and $Player_crafting_tek gte 3 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 3>>
<<set $W_Shredder_Rifle_Mod_3 to 1>>
<<dialog>>
The module is fiddly to make, and just as difficult to mount onto the rifle. Nevertheless, $Player_alias eventually has it affixed, an invisible beam just below the barrel learning all it can about its victims before making bleeding-edge adjustments.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Shredder Rifle">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 1 or $Player_crafting_tek < 3>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Shredder Rifle">>
<</dialog>>
<</link>>
<</nobr>><span id="item-screen">[img[$Torch_Kanabo_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Mountain's Wrath <b>Torch Kanabo</b>
<br><br>
<b>Damage range:</b> 1d10 || <b>Adv Range:</b> 2d6
<br>
<b>Dam</b> + 1 || <b>Acc</b> + <<if $W_Torch_Kanabo_Mod_1 is 1>>2<<else>>0<</if>> || <b>Def</b> + 0 || <b>Pen</b> + <<if $W_Torch_Kanabo_Mod_2 is 1>>1<<else>>0<</if>>
<br>
<b>Archetype:</b> Two-handed Club || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Blunt || <b>Element 2:</b> Heat
<br>
<b>Modifier:</b> Heavy || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Torch_Kanabo_Mod_1 is 1>>(Adjusting Thrusters)<<else>><s>(Adjusting Thrusters)</s><</if>> || <<if $W_Torch_Kanabo_Mod_2 is 1>>(Tenderizing Prongs)<<else>><s>(Tenderizing Prongs)</s><</if>> || <<if $W_Torch_Kanabo_Mod_3 is 1>>(Exhaust Shunt)<<else>><s>(Exhaust Shunt)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<<if $W_Torch_Kanabo_Mod_3 is 1>>
<b>Flare</b> - A High-level Fire attack with 2* Dam and Acc. 100 Flow.<br>
<<else>>
<s>Flare</s> - A High-level Fire attack with 2* Dam and Acc. 100 Flow. <b>Requires Weapon Mod 3.</b><br>
<</if>>
<b>Homerun</b> - A mighty swing which deals 1.5* Dam. 55 Flow. <br>
<b>Rocket Swing</b> - An ultimate jet-assisted swing with 1.5* Dam and Acc. 80 Flow. <br>
<b>Skullcrush</b> - A savage attack which can lower enemy armour. 40 Flow.
<br><br>
A creation of the eastern Pyksielander company known as <span class="codex"><<link "Mountain's Wrath">><<set $Codex_Return to "Torch Kanabo">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Mountain's Wrath">><</dialog>><</link>></span>, the Torch is one of the most feared weapons in all the Galaxy. It is a massive slab of <span class="codex"><<link "fantasalloy">><<set $Codex_Return to "Torch Kanabo">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Fantasalloy">><</dialog>><</link>></span> metals shaped into a long, subtly flaring dodecagon column, thicker at the end with a faceted cap, each side baring stout spiked studs which occasionally pause to provide room for smoke-whispering vents. These vents are exhaust ports for internal thrusters, providing incredible additional force and course-correction to swings. It is a <span class="forceful">Forceful</span> weapon. Does that need rationalizing?
<br><br>
<i>Notes found in the security case that housed this weapon explain its presence - an experiment in the use of Monster byproducts as a form of powerful, renewable fuel. It seems to be working.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Torch Kanabo Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_Torch_Kanabo_Equipped is 0>>
<<set $Player_temp to 45>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Torch Kanabo">>
<<set $Weapon_Remove to "Torch Kanabo">>
<<set $Weapon_Remove_Position to $Torch_Kanabo_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Torch_Kanabo_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $Torch_Kanabo_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Torch_Kanabo_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Torch Kanabo Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Torch_Kanabo_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Torch Kanabo">>
<<set $Weapon_Remove_Position to $Torch_Kanabo_Position>>
<<include "Remove Weapon">>
<<set $Torch_Kanabo_Position to 0>>
<<set $Torch_Kanabo_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Torch_Kanabo_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Torch_Kanabo_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Torch_Kanabo_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Torch_Kanabo_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Torch_Kanabo_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Torch_Kanabo_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Torch_Kanabo_Equipped to 1>>
<<set $I_W_I_U to $Torch_Kanabo_Equipped_Icon>>
<<set $I_W_P to $Torch_Kanabo_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Torch Kanabo">>
<<set $Player_weapon_main_damage_type = "blunt">>
<<set $Player_weapon_main_damage_type_2 = "heat">>
<<set $Player_weapon_main_modifier = "heavy">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "two-handed club">>
<<set $Player_weapon_main_damage_range = "1d10">>
<<set $Player_weapon_main_damage = 1>>
<<set $Player_weapon_main_advanced_range = "2d6">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Skullcrush to 1>>
<<set $WSA_Homerun to 1>>
<<set $WSA_Rocket_Swing to 1>>
<<if $W_Torch_Kanabo_Mod_1 is 1>>
<<set $Player_weapon_main_accuracy_bonus = $Player_weapon_main_accuracy_bonus + 2>>
<</if>>
<<if $W_Torch_Kanabo_Mod_2 is 1>>
<<set $Player_weapon_main_armour_penetration = $Player_weapon_main_armour_penetration + 1>>
<</if>>
<<if $W_Torch_Kanabo_Mod_3 is 1>>
<<set $WSA_Flare to 1>>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Torch Kanabo">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Torch_Kanabo_Equipped to 0>>
<<set $I_W_I_U to $Torch_Kanabo_Icon>>
<<set $I_W_P to $Torch_Kanabo_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Torch Kanabo">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
$Player_alias examines the Torch Kanabo laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Torch_Kanabo_Mod_1 is 1>>
<b>Adjusting Thrusters</b> are installed, intelligently making adjustments to the angle of the receded thrusters in realtime. A rocket club with homing capabilities. +2 Accuracy.
<<else>>
With the right parts, <b>Adjusting Thrusters</b> can be installed, upgrading each thruster to allow for greater course-correction capabilities with each swing. This would provide <b>+2 Accuracy.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 3 Mats (have $Player_crafting_mats), 4 Tek (have $Player_crafting_tek)...
<br>And 5 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 3 and $Player_crafting_tek gte 4 and $Player_skill_handiwork_actual gte 5>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 3>>
<<set $Player_crafting_tek to $Player_crafting_tek - 4>>
<<set $W_Torch_Kanabo_Mod_1 to 1>>
<<dialog>>
It's a long and laborious process, requiring $Player_alias to unmount each thruster and carefully extract it. From there, they can be mounted into motorized adjustment brackets, allowing for a greater range of tilt and rotation... and then, back into the club they go, the final one causing the weapon to hum back to life, each thruster whirring softly as they adjust to default positions.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Torch Kanabo">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 3 or $Player_crafting_tek < 4>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Torch_Kanabo_Mod_2 is 1>>
<b>Tenderizing Prongs</b> are installed, adding +1 armour penetration. Each stout spike made just that little bit sharper, the tips strengthened, pale pinpricks dotting each little spire.
<<else>>
With the right parts, <b>Tenderizing Prongs</b> can be installed, <b>increasing armour penetration by +1</b> via improving each prong to be sharper.
<br>
<br>
This would require:
<br>1 Bits (have $Player_crafting_bits), 6 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 1 and $Player_crafting_mats gte 6 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 6>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Torch_Kanabo_Mod_2 to 1>>
<<dialog>>
Most of the process is shaving down each stud to create a finer point, before reinforcing them into strong spikes with some additional material. The end result is... brutal.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Torch Kanabo">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 1 or $Player_crafting_mats < 6 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Torch_Kanabo_Mod_3 is 1>>
An <b>Exhaust Shunt</b> module is installed, providing a powerful heat-aspected attack in the form of Flare.
<<else>>
An <b>Exhaust Shunt</b> module would allow for the violent expulsion of built-up heat from the club's tip, akin to a cannon blast. <b>Unlocks the 'Flare' attack, a powerful Heat-aspected blast.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 3 Mats (have $Player_crafting_mats), 4 Tek (have $Player_crafting_tek)...
<br>And 5 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 3 and $Player_crafting_tek gte 4 and $Player_skill_handiwork_actual gte 5>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 3>>
<<set $Player_crafting_tek to $Player_crafting_tek - 4>>
<<set $W_Torch_Kanabo_Mod_3 to 1>>
<<dialog>>
The facetted cap of the Torch is removed, creating a hollow, smoke-dribbling barrel. Gases build up behind an aperture which, when opened narrowly, creates a focused vent of intense heat.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Torch Kanabo">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 3 or $Player_crafting_tek < 4>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Torch Kanabo">>
<</dialog>>
<</link>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- There used to be shelving lining this wall, but now it's mostly splintered shards of plasform beneath Mio's metal heel. That, and... lots of mixed cleaning products which are probably mixing, reacting and filling the air with toxic gas. Not her problem.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Storage Module 2-1">>
<<set $tile_right to "Storage Module 1-2">>
<</nobr>><<nobr>>
<<if visited() is 1>>
<span style="color:#D891EB">"I've initialized your Automapper and visual inventory functions, Mio. Familiarize yourself with them on your left and right, respectively! Regarding the map, remember what the manual says - 'why click, when you can press the keys'! Granted, I... don't know what that means. <br><br> Also, I've brought your Task Tracker online! Or Quest Log, or Activity Planner, or whatever you want to call it. Just check your 'TASK' function! Good luck, and remember: save often!"</span>
<hrt><hr></hrt>
<</if>>
<<set $Storage_Module_Desc to "A storage module, which is moon colonist talk for 'oversized broom closet'. Mio always feared that she'd end up in a place like this, some day -- just perhaps with less damage and debris from the impact of her Breaching Pod. The shelves to the west of the room have been smashed to pieces by the impact, their contents scattered and almost certainly useless, but the shelves to the east seem to have been spared. Sleek lunar-gray panels line the walls, ceiling and floor - like most colony structures, this is mainly hewn from modular parts of specific and exacting dimensions, allowing rooms to be built to whatever size and shape needed, or even dropped in pre-fabricated before being connected to ventilation, engineering, and pressurization sealing.<br><br>The Breaching Pod lies to the southwest, whilst the exit out - through a still-functioning pressure-seal door - lies to the north. That door seems to have protected this room from the infestation, so this should, if nothing else, make for a good safe-room.">><<set $main_desc to $Storage_Module_Desc>>$main_desc
<hrt><hr></hrt>
@@.shud; -- Mio's Breaching Pod is here, jutting through the ceiling and into the floor like an absent-mindedly placed pillar of offputting gunmetal gray, further charred by carbon scoring from the heat of drilling into the base. Ugly great globs of sealing foam plug the hole it created in the facility roof. The interior - consisting of little more than an unpadded seat flanked by banks of storage compartments - is cramped, but for the next few hours, it's home.
<hrt><hr></hrt>
<<link "Repair" "Bed">><<set $Prior_Location to passage()>><<set $Bed to "Breaching Pod">><</link>> -- The interior of the Breaching Pod features a repair bay. <br><<link "Crafting" "Crafting">><</link>> -- It also has <b>workshop</b> functionality - weapons can be modified (through their inventory window) and items can be crafted here.
<br><br>
<<link "Combat Test" "Combat Enemy Dummy Intro">><</link>> -- B4B3 can spin up a combat simulation to help Mio get re-acquainted with her abilities.
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_Storage_Module_Chest1 is 0>>
<<set $map_1_marker to $marker_chest>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_2_marker to $marker_bed>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_health>>
<<set $marker3_icon_right to 180>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_wrench>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $marker5_icon_right to 84>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_5_marker to $marker_button>>
<<else>>
<<set $map_5_marker to $marker_button_pressed>>
<</if>>
<<set $marker6_icon_right to 108>>
<<set $marker6_icon_top to 68>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_6_marker to $storage_lock>>
<<else>>
<<set $map_6_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "Storage Module 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Storage Module 3-2">>
<<set $Workshop to 1>>
<<set $Crafting_Location to "Storage Module 3-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The once clean, utilitarian floor tile here is severely cracked. Wonder what caused that?@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Storage Module 2-2">>
<<set $tile_left to "Storage Module 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Storage Module 3-3">>
<<set $Workshop to 0>>
<<set $Shop to 1>>
<<include "Shop Setup Vending Machine Basic">>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- There are a number of shelves lining the eastern wall. Most of them just contain cleaning supplies and the occasional tool relating to the upkeep of this pressure-sealed complex, though.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Storage Module 2-3">>
<<set $tile_left to "Storage Module 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- There are a number of shelves lining the eastern wall. Most of them just contain cleaning supplies and the occasional tool relating to the upkeep of this pressure-sealed complex, unfortunately. <hrt><hr></hrt>
<<include "Storage Module Chest">><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Storage Module 1-3">>
<<set $tile_left to "Storage Module 2-2">>
<<set $tile_down to "Storage Module 3-3">>
<<set $tile_right to "no">>
<<set $Workshop to 1>>
<</nobr>><<nobr>>
<<set $main_desc to $Storage_Module_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- There's a ventilation shaft in the floor here. A brief examination reveals the whirring blade within to be coated in something thick, dried and purple... something tried to get up through here, and learned the hard way that it shouldn't. A good sign for the security - and ventilation - of this room.@@ <hrt><hr></hrt>
<<if $MERCA_Vent gte 2>>
The ventilation shaft here is linked directly to the Research Dormitory that Dizz has designated as a safe room.
<<if $MERCA_Vent gte 3>>
<<link "Take a shortcut to the Research Dormitory" "WIP Quarters 1-2">><<dialog>>Mio slips into the vent and gets to crawling, re-activating the fan behind her just in case. It's an uneventful journey up to the Research Dormitory.<</dialog>><</link>><hrt><hr></hrt>
<<else>>
The shortcut Dizz has prepared should terminate here, through this vent! However, until Mio disables the fan blade from inside, she won't be able to get in. Looks like she'll have to complete the trip from the Safe Room at least once...<hrt><hr></hrt>
<</if>>
<</if>>
<<if $MS_Head_Over_Heels is 1 and $MERCA_Vent gte 3>>
<br><br>Mio can access the ventilation system from here. Perhaps she can find a way to trigger the stuck vent in Habitat A-3? <<link "(HANDIWORK $Player_skill_handiwork_actual/2) Go vent-crawling for a solution." "Head Over Heels Handiwork">><<set $Prior_Location to "Storage Module 2-2">><</link>>
<hrt><hr></hrt>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_Storage_Module_Chest1 is 0>>
<<set $map_1_marker to $marker_chest>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_2_marker to $marker_bed>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_health>>
<<set $marker3_icon_right to 180>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_wrench>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $marker5_icon_right to 84>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_5_marker to $marker_button>>
<<else>>
<<set $map_5_marker to $marker_button_pressed>>
<</if>>
<<set $marker6_icon_right to 108>>
<<set $marker6_icon_top to 68>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_6_marker to $storage_lock>>
<<else>>
<<set $map_6_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "Storage Module 1-2">>
<<set $tile_left to "Storage Module 2-1">>
<<set $tile_down to "Storage Module 3-2">>
<<set $tile_right to "Storage Module 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The once clean, utilitarian floor tile here is severely cracked. Wonder what caused that? There used to be shelving lining this wall, but now it's mostly splintered shards of plasform beneath Mio's metal heel. That, and... lots of mixed cleaning products which are probably mixing, reacting and filling the air with toxic gas. Not her problem. Probably.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Storage Module 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Storage Module 3-1">>
<<set $tile_right to "Storage Module 2-2">>
<<set $Workshop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Storage_Module_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The sole exit from this room lies directly to the north, the door currently closed. A quick examination determines that it's set to close automatially a few seconds after opening, so, unless the monsters that've taken over this facility know how to operate a keypad, it should keep them out. Mio, on the other hand, can come and go as she pleases.@@ <hrt><hr></hrt>
<<if ndef $MS_Storage_Locked>>
... At least, in theory. <span style="color:#E5CEF3">"Door's locked. Guess that explains how nothing got inside. There should be a manual release to prevent people getting trapped inside, right?"</span> Mio muses, glancing around.
<br><br>
<span style="color:#D891EB">"I'd sure hope so! Look around for a big shiny button. I'm still hammering out the last of your calibrations anyway, so consider it a little warmup."</span>
<hrt><hr></hrt>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_Storage_Module_Chest1 is 0>>
<<set $map_1_marker to $marker_chest>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_2_marker to $marker_bed>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_health>>
<<set $marker3_icon_right to 180>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_wrench>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $marker5_icon_right to 84>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_5_marker to $marker_button>>
<<else>>
<<set $map_5_marker to $marker_button_pressed>>
<</if>>
<<set $marker6_icon_right to 108>>
<<set $marker6_icon_top to 68>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_6_marker to $storage_lock>>
<<else>>
<<set $map_6_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "Annex A 3-2">>
<<set $tile_left to "Storage Module 1-1">>
<<set $tile_down to "Storage Module 2-2">>
<<set $tile_right to "Storage Module 1-3">>
<<if ndef $MS_Storage_Locked>>
<<set $tile_up to "no">>
<</if>>
<<set $encounter to "no">>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- There are a number of shelves lining the eastern wall. Most of them just contain cleaning supplies and the occasional tool relating to the upkeep of this pressure-sealed complex, though.@@ <hrt><hr></hrt>
<<if ndef $MS_Storage_Locked>>
There's a button on the wall here, clearly marked 'release' in block capitals. However... it is neither particularly big, nor is it at all shiny. <<link "Press the button." "Intro Button">><<set $MS_Storage_Locked to 1>><<set $map_5_marker to $marker_button_pressed>><<set $map_6_marker to $icon_marker_blank_48>><</link>>
<<else>>
The release button remains depressed flush against the wall. Presumably, it'll only pop back out when the door is locked.
<</if>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<br><br>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Storage Module 1-2">>
<<set $tile_down to "Storage Module 2-3">>
<<set $tile_right to "no">>
<</nobr>><<nobr>>
<<set $Shop = 0>>
/* If the player enters a tile in range of a shop, this is set to '1', which allows every item that can be sold to activate their sell commands, nested within If Statements - if shop is 0 nothing, if shop is 1 Sell. Most of the function of selling can be covered with the Remove function for that object type, just with the price calculation and money addition sorted into it. */
<<set $Shop_Price to 0>>
<<set $Shop_Reaction to "default">>
<<set $Shop_Affection to 1>>
<<set $Shop_Season to 1>>
<<set $Shop_Yearning_1 to "Simple Weapon">>
<<set $Shop_Yearning_2 to "Advanced Weapon">>
<<set $Shop_Yearning_3 to "Clothing">>
<<set $Shop_Yearning_4 to "Armour">>
<<set $Shop_Yearning_5 to "Accessory">>
<<set $Shop_Yearning_6 to "Medical">>
<<set $Shop_Yearning_7 to "Tool">>
<<set $Shop_Yearning_8 to "Combat Item">>
<<set $Shop_Yearning_9 to "Junk">>
<<set $Shop_Yearning_10 to "Precious">>
<<set $Shop_Interest_1 to "Simple Weapon">>
<<set $Shop_Interest_2 to "Advanced Weapon">>
<<set $Shop_Interest_3 to "Clothing">>
<<set $Shop_Interest_4 to "Armour">>
<<set $Shop_Interest_5 to "Accessory">>
<<set $Shop_Interest_6 to "Medical">>
<<set $Shop_Interest_7 to "Tool">>
<<set $Shop_Interest_8 to "Combat Item">>
<<set $Shop_Interest_9 to "Junk">>
<<set $Shop_Interest_10 to "Precious">>
<<set $Shop_Disinterest_1 to "Simple Weapon">>
<<set $Shop_Disinterest_2 to "Advanced Weapon">>
<<set $Shop_Disinterest_3 to "Clothing">>
<<set $Shop_Disinterest_4 to "Armour">>
<<set $Shop_Disinterest_5 to "Accessory">>
<<set $Shop_Disinterest_6 to "Medical">>
<<set $Shop_Disinterest_7 to "Tool">>
<<set $Shop_Disinterest_8 to "Combat Item">>
<<set $Shop_Disinterest_9 to "Junk">>
<<set $Shop_Disinterest_10 to "Precious">>
<<set $Shop_Hate_1 to "Simple Weapon">>
<<set $Shop_Hate_2 to "Advanced Weapon">>
<<set $Shop_Hate_3 to "Clothing">>
<<set $Shop_Hate_4 to "Armour">>
<<set $Shop_Hate_5 to "Accessory">>
<<set $Shop_Hate_6 to "Medical">>
<<set $Shop_Hate_7 to "Tool">>
<<set $Shop_Hate_8 to "Combat Item">>
<<set $Shop_Hate_9 to "Junk">>
<<set $Shop_Hate_10 to "Precious">>
<<set $Shop_Reaction_Text to "">>
<<set $Shop_Love_Text to "The Shopkeeper turns the $Shop_Item_Name around in their hands to inspect it, but shows it great care, drying their fingers against their clothing first - wouldn't do to leave fingerprints or smudges on it. <br><br> 'I'd be happy to offer you $Player_temp $gold for this. What do you say?'">>
<<set $Shop_Like_Text to "The Shopkeeper squints from behind their hood as they inspect the <<= $Shop_Item_Name>>, showing it a decent amount of interest but retaining their composure. <br><br> 'Hmm... I'll give you $Player_temp $gold for this. Sound fair?'">>
<<set $Shop_Dislike_Text to "The Shopkeeper's lips twist into a dismissive frown as they inspect the <<= $Shop_Item_Name>>, handling it without much care at all. <br><br> 'I guess I can offer you $Player_temp $gold for this. It's not my area of expertise, really - you should probably find someone else to buy it.'">>
<<set $Shop_Hate_Text to "Giving an irritable sigh, the shopkeeper picks up the <<= $Shop_Item_Name>>, gives it the briefest possible inspection, then carelessly drops it back onto the counter. <br><br> 'Not my thing. At all. Take it elsewhere... or, if you're that desperate... $Player_temp $gold for it.'">>
<<set $Shop_Sale_Text to "'Do come again!' says the shopkeeper.">>
<<set $Shop_No_Sale_Text to "'Suit yourself.' mutters the shopkeeper.">>
<<set $Shop_Stack to 1>>
<</nobr>><<nobr>>
$Shop_Reaction_Text
<br><br>
Sell for $Player_temp <<= $gold>>?
<br><br>
<</nobr>><<nobr>
<<set $Shop_Reaction to "default">>
<<set $Shop_Affection to 1>>
<<set $Shop_Yearning_1 to "Nothing">>
<<set $Shop_Yearning_2 to "Nothing">>
<<set $Shop_Yearning_3 to "Nothing">>
<<set $Shop_Yearning_4 to "Nothing">>
<<set $Shop_Yearning_5 to "Nothing">>
<<set $Shop_Yearning_6 to "Nothing">>
<<set $Shop_Yearning_7 to "Nothing">>
<<set $Shop_Yearning_8 to "Nothing">>
<<set $Shop_Yearning_9 to "Nothing">>
<<set $Shop_Yearning_10 to "Nothing">>
<<set $Shop_Interest_1 to "Simple Weapon">>
<<set $Shop_Interest_2 to "Advanced Weapon">>
<<set $Shop_Interest_3 to "Nothing">>
<<set $Shop_Interest_4 to "Nothing">>
<<set $Shop_Interest_5 to "Nothing">>
<<set $Shop_Interest_6 to "Nothing">>
<<set $Shop_Interest_7 to "Nothing">>
<<set $Shop_Interest_8 to "Combat Item">>
<<set $Shop_Interest_9 to "Junk">>
<<set $Shop_Interest_10 to "Precious">>
<<set $Shop_Disinterest_1 to "Nothing">>
<<set $Shop_Disinterest_2 to "Nothing">>
<<set $Shop_Disinterest_3 to "Clothing">>
<<set $Shop_Disinterest_4 to "Armour">>
<<set $Shop_Disinterest_5 to "Accessory">>
<<set $Shop_Disinterest_6 to "Medical">>
<<set $Shop_Disinterest_7 to "Tool">>
<<set $Shop_Disinterest_8 to "Nothing">>
<<set $Shop_Disinterest_9 to "Nothing">>
<<set $Shop_Disinterest_10 to "Nothing">>
<<set $Shop_Hate_1 to "Nothing">>
<<set $Shop_Hate_2 to "Nothing">>
<<set $Shop_Hate_3 to "Nothing">>
<<set $Shop_Hate_4 to "Nothing">>
<<set $Shop_Hate_5 to "Nothing">>
<<set $Shop_Hate_6 to "Nothing">>
<<set $Shop_Hate_7 to "Nothing">>
<<set $Shop_Hate_8 to "Nothing">>
<<set $Shop_Hate_9 to "Nothing">>
<<set $Shop_Hate_10 to "Nothing">>
<<set $Shop_Reaction_Text to "">>
<<set $Shop_Love_Text to "Ishouldn'tevenbetriggeringthistext!">>
<<set $Shop_Like_Text to "The Automat lets out a cheerful beep upon being presented the <<= $Shop_Item_Name>>, a pixellated thumbs-up with a strobing green diamond background flashing on screen.<br><br> 'Item of interest detected. I am authorized to offer -- $Player_temp CREDITS -- for this. Please answer in the affirmative-' - a smiley face pops onto screen - 'Or negative...' - swiftly replaced with a red sad face.">>
<<set $Shop_Dislike_Text to "The Automat lets out a ponderous beep upon being presented the <<= $Shop_Item_Name>>, a pixellated frowning face with a slowly pulsing orange circle background flashing on screen.<br><br> 'This item is not on either of my retrieval lists. I am authorized to offer -- $Player_temp CREDITS -- for this. Please answer in the affirmative-' - a smiley face pops onto screen - 'Or negative...' - swiftly replaced with a red sad face.">>
<<set $Shop_Hate_Text to "Ishouldn'tevenbetriggeringthistext!">>
<<set $Shop_Sale_Text to "'Thank you, valued - CUSTOMER.' says the Automat, before it beeps and goes into a darkened standby.">>
<<set $Shop_No_Sale_Text to "'You are breaking my heart - CONSUMER.' says the Automat, an almost sarcastic note breaking through the monotone.">>
<</nobr>><<nobr>>
$Player_alias puts some cover between $herself and <<= $Enemy_article>>, just enough to give $her a moment's peace to handle the peeling side of the bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skintone.
<br><br>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The Smart Bandage shrivels up and disintegrates before $her eyes!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage as the Smart Bandage's healing turns into a burning sensation! $She rips it off with a hiss, eyes watering!
<<set $Player_hp = Math.clamp($Player_hp - $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
Within seconds it's disappeared, fully fused with $her body, restoring <<= $Player_Heal>> HP!
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $hacking to 1>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_first_display to 0>>
<<if $hacking_difficulty is "very easy">>
<<include "Hacking Word Selection Very Easy">>
<<set $hacking_difficulty_attempt_penalty to 0>>
<</if>>
<<if $hacking_difficulty is "easy">>
<<include "Hacking Word Selection Easy">>
<<set $hacking_difficulty_attempt_penalty to 1>>
<</if>>
<<if $hacking_difficulty is "medium">>
<<include "Hacking Word Selection Medium">>
<<set $hacking_difficulty_attempt_penalty to 2>>
<</if>>
<<if $hacking_difficulty is "hard">>
<<include "Hacking Word Selection Hard">>
<<set $hacking_difficulty_attempt_penalty to 3>>
<</if>>
<<if $hacking_difficulty is "very hard">>
<<include "Hacking Word Selection Very Hard">>
<<set $hacking_difficulty_attempt_penalty to 4>>
<</if>>
<<set $hacking_attempts to 4>>
<<set $Player_temp to $Player_skill_science_actual / 2>>
<<set $Player_temp to $Player_temp - $hacking_difficulty_attempt_penalty>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $hacking_attempts to $hacking_attempts + $Player_temp>>
<<include "Hacking Game Mode">>
<</nobr>>
<<nobr>>
<<set $hacking_letters_remaining to 4>>
<<set $dice to dice('1d30')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Informal slang. Bottom of rifle grip, posterior of person.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A place of endless penance and suffering.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A very minor curse word.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "A term of affection.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "A common masculine surname.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "A minor curse word.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "When something is concluded.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Pleasant vocalizations, often harmonious.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "The act of creation.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "Information in physical form.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "A precious, wooly little creature.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "A forceful impact.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "Rough, coarse, and it gets everywhere.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "D">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Red meat.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "F">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "A thrusting, grinding motion.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "A friendly greeting. Nautical.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Identity unknown.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Footwear, under a shoe.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Explosive device.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "A place of final rest.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "To melt something frozen.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "W">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "A brutish person. Hired goon.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "G">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Three of them!">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "O">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Not difficult.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "Red and black and sharp and brooding.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "To harvest.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "P">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "You are ____ing this text.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Very, very angry.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Wise, possibly magical.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "A semi-sphere, flat on one side.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "In charge.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 6>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "A churned form of dairy.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A measure of one's vitality.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A place further than a specific point.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "Y">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "A container, often of liquids, tall and often cylindrical.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "The outline of a territory.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "An offshoot from the main body of a tree.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "A structure used to provide access over a hazard or inconvenience.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Money allocated to completing a project.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A device which can record visual information.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "A job, usually in reference to the path taken through it.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "A mighty, fortified structure of stone.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Informal, relaxed.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "A measure of the liklihood of an outcome.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Full speed ahead!">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "A place of worship.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Round and flat.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Round and not flat.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "The paying recipient of your services.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Fighting.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Not difficult to find.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "Expensive.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Two of them.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "To make something.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "To inflict destruction.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "To lose.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Warning, warning!">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "A conversation wherein two opposing sides contest a subject.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "A fervent want.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "To devote time and resources to protection.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "To successfully locate something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "To be up front.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "A minor, finer aspect of something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Not the same.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "F">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "A medical title.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "The home of someone or something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Consumption.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Putting your back into it.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "A critical component of a machine that provides power.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "Omega.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Reaching.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Not successful.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Known to the masses.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "A friend.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "W">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "A process used to make something smoother.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "An area filled with trees, of moderate climate.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Not the second, but the first.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "That which has yet to come.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Around the world.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "A grip used to carry an object.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "Not in plain sight.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "A land mass surrounded by water.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Probably going to happen.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Not needed, but nice to have.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "X">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "A place for the exchange of commerce.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Death by intentional hands.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "Belonging here.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "V">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Cramped and thin.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "W">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "A round fruit with a bumpy peel.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Where it began.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "The mighty home of rulers.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "A polite utterance.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Pleasant to look at.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "An authoritative government.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "To change for the better.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "To plot.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Quiet. Too quiet...">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "Put under a dangerous amount of pressure.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "A gentle trickle of liquid.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "A place to focus fire.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "An idea relating to a reason.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "A danger.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "No two alike.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "Q">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "It's you against me.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Together as one!">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "The loser.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "An excess of currency and goods.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 8>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "100%, assured.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A measure of closeness to truth or target.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A supporter of someone or something.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "V">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "The process of close study.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "Y">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "A biological function and urge for passing on genes.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "A place to communicate important messages, to individuals or groups.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "An entity that exists to generate profit.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "A measure of how much of X will fit into Y.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A grand occasion, often traditional.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "It's me.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "Severely important.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Time's up.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "Words exchanged.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Words and rules one lives by.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "Are you sure about that?">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Popularity contest.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Really, really, really, really, REALLY big.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "More or less accurate.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "You get a lot of this, running from monsters.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Seen it before.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "The main.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "P">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Can you fit your ankles behind your head?">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "X">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Giving in abundance.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Training complete.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "Sworn to protect.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Physical technology.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "W">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "Older than you.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "A place of healing.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Who are you?">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "Information has been given.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "M">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Wouldn't hurt a fly.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "No one's around to help.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "You have been found lacking.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "Multiple paths stretch before you.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Dancing fingers.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "Y">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Such mirthful noise.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Physical or otherwise, this provides advantage.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "V">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "Alike.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "W">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "More of them.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "J">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Wise with age.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Remember us.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Fencesitter.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Titan of stone.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "Feeling down.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "V">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "So many of them.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Look, but don't touch.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Qualified and authorized.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Will fight you.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "Break through it!">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You'll need it to figure this out.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "Easily moved.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "If not for business, then...">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Next in line.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "But, why?">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "It makes sense.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "Bound by blood.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "V">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Diligent discovery, careful confirmation.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "H">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "It comes and goes.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "This is tricky, isn't it?">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "You poor thing.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "Y">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "Harder, better, faster, stronger.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Like a glove.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "So real, you can touch it.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Under new management.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Nothing left to chance.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "H">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "We have instructions for such a situation.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "End-to-end variety.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "M">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Good things come in threes.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "None greater.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Protection from above.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "It depends.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Usually, it isn't the answer. Today, it is.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Do not shake well.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Any time.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Any place.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "Upright.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 10>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Make it snappy.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "It isn't over yet.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "Pieces removed from the board.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "Tasks to perform.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "100 from the back of the room, 120? 120?">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "Who are you, and who were you?">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "It's all gone.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Makes sense.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A tad irritating...">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "A General weapon.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "W">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "Numbers under watchful control.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Graceful gameover.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "I am the champion. What are you?">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "It understands us.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "V">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "From host to host.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Wipe my drives when I'm gone.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "The one and only.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "V">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Do you really think this will work?">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "A jarring contrast.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Still working, after all this time.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "B">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "Done well, done cheap.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Raging force guided and contained.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "K">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Which side are you on?">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "Q">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Don't worry, you're learning.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "You've made this possible.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Decay beckons new life.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "Z">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "Strikes of penance.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Brothers!">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Wobbly.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "SOUR!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Draw!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "Campaign of cruelty.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Having an overly wonderful time.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "Don't delay.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Truly awful.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Dethrone God.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "You missed.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "You shouldn't be here.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "P">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "If you know what's good for you...">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "It's like it doesn't want to be eaten...">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "W">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "K">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Indomitable, invincible.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "A little something.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "K">>
<<set $hacking_letter_6 to "K">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Such a shame.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "Protective beacons.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "A forest, now horizontal.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "Y">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Up to no good.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Oh, tragic days...">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Not too much, not too little.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "Wilderness, explained.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "M">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You know her knows him knows me.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "W">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "G">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "Stranger than lies.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "F">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Here and there.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "It's all on the menu.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "V">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "It'll be fine!">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Egg delivery system.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "No one goes in, no one comes out.">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Spicy little ball.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "Delightfully corrupt.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Notes in tiny script.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "B">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "Gold awaits, be it literal or figurative.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "Scruffy little scoundrel.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "F">>
<<set $hacking_letter_8 to "F">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "What's old is new again.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "The show must go on.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "D">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Keep it clean.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Tender touches.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Inevitable entropy.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "It's like you know what I'm thinking.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Doesn't get much louder than this.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "3 is the magic number.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Why did you do that?">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "K">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "Fancy skin upon bare crafted bones.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Tainted teeth.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Tragic little figure.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Bow in tribute.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "P">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Hatred of the other.">>
<<set $hacking_letter_1 to "X">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "You animal.">>
<<set $hacking_letter_1 to "Z">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 12>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Twisted creatures.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "To slip the surly bonds of Terra.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "I'm not sure.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "V">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "Born lucky.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "It'll get done, without you.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "The answer? Well, it's...">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "Blade against blade, trench against trench.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "U">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Needs more violence.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "The left hand has to talk to the right knee to know what the chest is up to.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "It's all about me.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "He's a difficult kind of guy.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "U">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Dire beyond measure.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "P">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "The jeering crowd demands but one of us emerge victorious.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "P">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Partner in crime.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "You did well.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "We'll improve it.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "V">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Piece by piece, until nothing remains.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "M">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Consequence">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Refusal born of difference.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "I simply can't believe it.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "A tad besides the norm.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Freedom.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Look into my eyes...">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "T">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Nothing left to the imagination.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "S">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "The greatest show on Terra.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "Z">>
<<set $hacking_letter_12 to "A">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Calling cards, carried constantly.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Horizontal heat.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "W">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "We knew in advanced.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "D">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "W">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Leaps of time.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "Been here, been there.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Morbid treasures.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "B">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "Evergrowing threads to spin.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Clever about clovers.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "U">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "I'm asking for a friend, honest.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "Y">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Figurative, even if it feels literal.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "K">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Officially, it isn't official.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Lookalike, hearalike.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "New life.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "Ashes to ashes.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Did you even read the manual?">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "C">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Couldn't have done it without you.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Something is a tad out of place.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Springloaded trauma.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "X">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "In this town, I am the law.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "D">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "Mine, mine, mine.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Are you lost, yet?">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "Y">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "H">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Finally, we understand one another.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "Z">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "I have a cunning plan.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "The answer is 'Aggravatedly'. Trust me!">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You did that on purpose...">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "I'll make you a deal.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "S">>
<<set $hacking_letter_12 to "M">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Mad with power.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Picking up the slack.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "M">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "It's not rocket science.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "G">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Act casual.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "It's not round.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Everywhere you go, everywhere you look.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "C">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "Burnout.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "X">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Purposeless things, given purpose.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "W">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "G">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "Exclaim cheddar.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "P">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "The time for swords is over.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "R">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Distilled.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "F">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "Hitting stick.">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "F">>
<<set $hacking_letter_12 to "F">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Really?..">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Every action has a reaction.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "F">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Memories.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "Roses and rose-tinted glasses.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "Z">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Everything's lined up juuuuust right.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "Where does the barrel begin, and the arm end?">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Mine, but not mine.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "D">>
<<set $hacking_letter_10 to "R">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "You take a joke well.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "K">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Not a problem!">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Blockade.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Use your words.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "Z">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Ready for action.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "Wow, two cakes!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<</nobr>><<nobr>>
<<set $taunts = [ "USER", "ADMIN", "GUEST", "[ERROR]", "[NOTFOUND]", "[???]" ]>><<set $taunts2 = $taunts.random()>>
<span class="hacking">
> WELCOME BACK, <<= $taunts2>>.
<br>
> PLEASE INPUT PASSWORD TO CONTINUE.
<br>
> EXTERNAL SOFTWARE CONNECTED... COMMENCING PASSWORD RECOVERY.</span>
<br>
<span class="hackinghint">> DISPLAYING PASSWORD HINT; <br><br>
<b> $hacking_password_hint </b></span>
<br>
<span id="hacking_replace"><<include "Hacking Word Presentation">><br><br><<include "Hacking Letter Presentation">>
<br><br>
<<if $hacking_first_display is 0>>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<<set $hacking_first_display to 1>>
<</if>>
</span>
<<if $C_Dataprick gte 1 and $hacking_letters_remaining > 0>>
<br><br>
<<link [img[$Dataprick_Icon]] "Hacking Success">>
<<set $hacking to 0>>
<<set $hacking_letters_remaining to 0>>
<<set $Dataprick to $Dataprick - 1>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<goto "Hacking Success">>
<<dialog>>
$Player_alias adjusts the Dataprick's input spike, then sets about the painful task of inputting the correct commands into that insufferably tiny keyboard. Once that's through, she carefully inserts it, that frustration rewarded with the screen flashing a welcoming green, unlocking before her eyes! Too bad the Dataspike's keyboard is busted beyond repair from a single use...
<</dialog>>
<</link>>
-- $C_Dataprick Datapricks remaining. Use a Dataprick to automatically hack this interface. This will consume 1 Dataprick. <br><br>
<<else>>
<<if $C_Dataprick lte 0>>
<s>Dataprick</s> -- No Datapricks available! <br><br>
<</if>>
<</if>>
<</nobr>><<nobr>> <b>
<<if $hacking_target_A_used is 0>>
@@#a;<<link "A">>
<<set $hacking_input to "A">>
<<set $hacking_target_A_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>A</s>
<</if>>
<<if $hacking_target_B_used is 0>>
@@#b;<<link "B">>
<<set $hacking_input to "B">>
<<set $hacking_target_B_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>B</s>
<</if>>
<<if $hacking_target_C_used is 0>>
@@#c;<<link "C">>
<<set $hacking_input to "C">>
<<set $hacking_target_C_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>C</s>
<</if>>
<<if $hacking_target_D_used is 0>>
@@#d;<<link "D">>
<<set $hacking_input to "D">>
<<set $hacking_target_D_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>D</s>
<</if>>
<<if $hacking_target_E_used is 0>>
@@#e;<<link "E">>
<<set $hacking_input to "E">>
<<set $hacking_target_E_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>E</s>
<</if>>
<<if $hacking_target_F_used is 0>>
@@#f;<<link "F">>
<<set $hacking_input to "F">>
<<set $hacking_target_F_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>F</s>
<</if>>
<<if $hacking_target_G_used is 0>>
@@#g;<<link "G">>
<<set $hacking_input to "G">>
<<set $hacking_target_G_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>G</s>
<</if>>
<<if $hacking_target_H_used is 0>>
@@#h;<<link "H">>
<<set $hacking_input to "H">>
<<set $hacking_target_H_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>H</s>
<</if>>
<<if $hacking_target_I_used is 0>>
@@#i;<<link "I">>
<<set $hacking_input to "I">>
<<set $hacking_target_I_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>I</s>
<</if>>
<<if $hacking_target_J_used is 0>>
@@#j;<<link "J">>
<<set $hacking_input to "J">>
<<set $hacking_target_J_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>J</s>
<</if>>
<<if $hacking_target_K_used is 0>>
@@#k;<<link "K">>
<<set $hacking_input to "K">>
<<set $hacking_target_K_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>K</s>
<</if>>
<<if $hacking_target_L_used is 0>>
@@#l;<<link "L">>
<<set $hacking_input to "L">>
<<set $hacking_target_L_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>L</s>
<</if>>
<<if $hacking_target_M_used is 0>>
@@#m;<<link "M">>
<<set $hacking_input to "M">>
<<set $hacking_target_M_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>M</s>
<</if>>
<<if $hacking_target_N_used is 0>>
@@#n;<<link "N">>
<<set $hacking_input to "N">>
<<set $hacking_target_N_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>N</s>
<</if>>
<<if $hacking_target_O_used is 0>>
@@#o;<<link "O">>
<<set $hacking_input to "O">>
<<set $hacking_target_O_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>O</s>
<</if>>
<<if $hacking_target_P_used is 0>>
@@#p;<<link "P">>
<<set $hacking_input to "P">>
<<set $hacking_target_P_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>P</s>
<</if>>
<<if $hacking_target_Q_used is 0>>
@@#q;<<link "Q">>
<<set $hacking_input to "Q">>
<<set $hacking_target_Q_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Q</s>
<</if>>
<<if $hacking_target_R_used is 0>>
@@#r;<<link "R">>
<<set $hacking_input to "R">>
<<set $hacking_target_R_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>R</s>
<</if>>
<<if $hacking_target_S_used is 0>>
@@#s;<<link "S">>
<<set $hacking_input to "S">>
<<set $hacking_target_S_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>S</s>
<</if>>
<<if $hacking_target_T_used is 0>>
@@#t;<<link "T">>
<<set $hacking_input to "T">>
<<set $hacking_target_T_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>T</s>
<</if>>
<<if $hacking_target_U_used is 0>>
@@#u;<<link "U">>
<<set $hacking_input to "U">>
<<set $hacking_target_U_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>U</s>
<</if>>
<<if $hacking_target_V_used is 0>>
@@#v;<<link "V">>
<<set $hacking_input to "V">>
<<set $hacking_target_V_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>V</s>
<</if>>
<<if $hacking_target_W_used is 0>>
@@#w;<<link "W">>
<<set $hacking_input to "W">>
<<set $hacking_target_W_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>W</s>
<</if>>
<<if $hacking_target_X_used is 0>>
@@#x;<<link "X">>
<<set $hacking_input to "X">>
<<set $hacking_target_X_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>X</s>
<</if>>
<<if $hacking_target_Y_used is 0>>
@@#y;<<link "Y">>
<<set $hacking_input to "Y">>
<<set $hacking_target_Y_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Y</s>
<</if>>
<<if $hacking_target_Z_used is 0>>
@@#z;<<link "Z">>
<<set $hacking_input to "Z">>
<<set $hacking_target_Z_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Z</s>
<</if>>
<br>
<br>
USED;
<<if $hacking_target_A_used is 1>>
<s>A</s>
<</if>>
<<if $hacking_target_B_used is 1>>
<s>B</s>
<</if>>
<<if $hacking_target_C_used is 1>>
<s>C</s>
<</if>>
<<if $hacking_target_D_used is 1>>
<s>D</s>
<</if>>
<<if $hacking_target_E_used is 1>>
<s>E</s>
<</if>>
<<if $hacking_target_F_used is 1>>
<s>F</s>
<</if>>
<<if $hacking_target_G_used is 1>>
<s>G</s>
<</if>>
<<if $hacking_target_H_used is 1>>
<s>H</s>
<</if>>
<<if $hacking_target_I_used is 1>>
<s>I</s>
<</if>>
<<if $hacking_target_J_used is 1>>
<s>J</s>
<</if>>
<<if $hacking_target_K_used is 1>>
<s>K</s>
<</if>>
<<if $hacking_target_L_used is 1>>
<s>L</s>
<</if>>
<<if $hacking_target_M_used is 1>>
<s>M</s>
<</if>>
<<if $hacking_target_N_used is 1>>
<s>N</s>
<</if>>
<<if $hacking_target_O_used is 1>>
<s>O</s>
<</if>>
<<if $hacking_target_P_used is 1>>
<s>P</s>
<</if>>
<<if $hacking_target_Q_used is 1>>
<s>Q</s>
<</if>>
<<if $hacking_target_R_used is 1>>
<s>R</s>
<</if>>
<<if $hacking_target_S_used is 1>>
<s>S</s>
<</if>>
<<if $hacking_target_T_used is 1>>
<s>T</s>
<</if>>
<<if $hacking_target_U_used is 1>>
<s>U</s>
<</if>>
<<if $hacking_target_V_used is 1>>
<s>V</s>
<</if>>
<<if $hacking_target_W_used is 1>>
<s>W</s>
<</if>>
<<if $hacking_target_X_used is 1>>
<s>X</s>
<</if>>
<<if $hacking_target_Y_used is 1>>
<s>Y</s>
<</if>>
<<if $hacking_target_Z_used is 1>>
<s>Z</s>
<</if>>
</b>
<</nobr>><<nobr>>
<<set $Player_temp to $hacking_letters_remaining>>
<<set $Player_temp2 to $hacking_attempts>>
<<if $hacking_letter_1 is $hacking_input>>
<<set $hacking_letter_1_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_2 is $hacking_input>>
<<set $hacking_letter_2_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_3 is $hacking_input>>
<<set $hacking_letter_3_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_4 is $hacking_input>>
<<set $hacking_letter_4_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_5 is $hacking_input>>
<<set $hacking_letter_5_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_6 is $hacking_input>>
<<set $hacking_letter_6_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_7 is $hacking_input>>
<<set $hacking_letter_7_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_8 is $hacking_input>>
<<set $hacking_letter_8_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_9 is $hacking_input>>
<<set $hacking_letter_9_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_10 is $hacking_input>>
<<set $hacking_letter_10_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_11 is $hacking_input>>
<<set $hacking_letter_11_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_12 is $hacking_input>>
<<set $hacking_letter_12_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<replace "#hacking_replace">><<include "Hacking Word Presentation">><br><br>
<<if $Player_temp is $hacking_letters_remaining>>
<<set $hacking_attempts to $hacking_attempts - 1>>
<</if>>
<<if $hacking_letters_remaining > 0 and $hacking_attempts > 0>>
<<include "Hacking Letter Presentation">>
<</if>>
<br><br>
<<if $Player_temp2 isnot $hacking_attempts>>
<span class="hackingwrong"><b>WRONG.</b></span>
<br><br>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<<else>>
<span class="hackingcorrect"><b>CORRECT, LETTER(S) FOUND!</b></span>
<br><br>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<</if>>
<<if $hacking_attempts lte 0>>
<<include "Hacking Game Over">>
<</if>>
<<if $hacking_letters_remaining lte 0>>
<<include "Hacking Success">>
<</if>>
<</replace>>
<</nobr>><<nobr>>
<<set $hacking_first_display to 0>>
<<set $hacking_target_A_used to 0>>
<<set $hacking_target_B_used to 0>>
<<set $hacking_target_C_used to 0>>
<<set $hacking_target_D_used to 0>>
<<set $hacking_target_E_used to 0>>
<<set $hacking_target_F_used to 0>>
<<set $hacking_target_G_used to 0>>
<<set $hacking_target_H_used to 0>>
<<set $hacking_target_I_used to 0>>
<<set $hacking_target_J_used to 0>>
<<set $hacking_target_K_used to 0>>
<<set $hacking_target_L_used to 0>>
<<set $hacking_target_M_used to 0>>
<<set $hacking_target_N_used to 0>>
<<set $hacking_target_O_used to 0>>
<<set $hacking_target_P_used to 0>>
<<set $hacking_target_Q_used to 0>>
<<set $hacking_target_R_used to 0>>
<<set $hacking_target_S_used to 0>>
<<set $hacking_target_T_used to 0>>
<<set $hacking_target_U_used to 0>>
<<set $hacking_target_V_used to 0>>
<<set $hacking_target_W_used to 0>>
<<set $hacking_target_X_used to 0>>
<<set $hacking_target_Y_used to 0>>
<<set $hacking_target_Z_used to 0>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_letter_1_found to 0>>
<<set $hacking_letter_2_found to 0>>
<<set $hacking_letter_3_found to 0>>
<<set $hacking_letter_4_found to 0>>
<<set $hacking_letter_5_found to 0>>
<<set $hacking_letter_6_found to 0>>
<<set $hacking_letter_7_found to 0>>
<<set $hacking_letter_8_found to 0>>
<<set $hacking_letter_9_found to 0>>
<<set $hacking_letter_10_found to 0>>
<<set $hacking_letter_11_found to 0>>
<<set $hacking_letter_12_found to 0>>
<<set $hacking_letter_13_found to 0>>
<</nobr>><<nobr>>
<<set $hacking_target_A_used to 1>>
<<set $hacking_target_B_used to 1>>
<<set $hacking_target_C_used to 1>>
<<set $hacking_target_D_used to 1>>
<<set $hacking_target_E_used to 1>>
<<set $hacking_target_F_used to 1>>
<<set $hacking_target_G_used to 1>>
<<set $hacking_target_H_used to 1>>
<<set $hacking_target_I_used to 1>>
<<set $hacking_target_J_used to 1>>
<<set $hacking_target_K_used to 1>>
<<set $hacking_target_L_used to 1>>
<<set $hacking_target_M_used to 1>>
<<set $hacking_target_N_used to 1>>
<<set $hacking_target_O_used to 1>>
<<set $hacking_target_P_used to 1>>
<<set $hacking_target_Q_used to 1>>
<<set $hacking_target_R_used to 1>>
<<set $hacking_target_S_used to 1>>
<<set $hacking_target_T_used to 1>>
<<set $hacking_target_U_used to 1>>
<<set $hacking_target_V_used to 1>>
<<set $hacking_target_W_used to 1>>
<<set $hacking_target_X_used to 1>>
<<set $hacking_target_Y_used to 1>>
<<set $hacking_target_Z_used to 1>>
<span class="hacking"><b>> PASSWORD CORRECT! WELCOME, USER. PROCESSING...</b>
<br>
> LOGIN SUCCESSFUL!</span>
<<include "Hacking Unlocking">>
<<set $hacking_unlocking to "nothing">>
<br><br>
$Player_alias withdraws $her hacking tool with a soft exhale and a satisfied smile. Access granted!
<br><br>
<<if $hacking_skill_progress is 1>>
<<set $hacking_skill_progress to 0>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Hacking Reset">><<include "Combat Deactivate Combat Mode">><</link>>
<<set $hacking to 0>>
<</nobr>><<nobr>>
<<set $hacking_target_A_used to 1>>
<<set $hacking_target_B_used to 1>>
<<set $hacking_target_C_used to 1>>
<<set $hacking_target_D_used to 1>>
<<set $hacking_target_E_used to 1>>
<<set $hacking_target_F_used to 1>>
<<set $hacking_target_G_used to 1>>
<<set $hacking_target_H_used to 1>>
<<set $hacking_target_I_used to 1>>
<<set $hacking_target_J_used to 1>>
<<set $hacking_target_K_used to 1>>
<<set $hacking_target_L_used to 1>>
<<set $hacking_target_M_used to 1>>
<<set $hacking_target_N_used to 1>>
<<set $hacking_target_O_used to 1>>
<<set $hacking_target_P_used to 1>>
<<set $hacking_target_Q_used to 1>>
<<set $hacking_target_R_used to 1>>
<<set $hacking_target_S_used to 1>>
<<set $hacking_target_T_used to 1>>
<<set $hacking_target_U_used to 1>>
<<set $hacking_target_V_used to 1>>
<<set $hacking_target_W_used to 1>>
<<set $hacking_target_X_used to 1>>
<<set $hacking_target_Y_used to 1>>
<<set $hacking_target_Z_used to 1>>
<span class="hacking"><b>> ATTEMPTS DEPLETED. FALSE LOGIN DETECTED. PROCESSING...</b></span>
<br><br>
<<set $hacking_unlocking to "nothing">>
<<if $hacking_consequence is "none">>
<span class="hacking">> DEPLOYING SECURITY MEASURES... GO SIT IN THE CORNER AND THINK ABOUT WHAT YOU'VE DONE. THAT IS ALL. THIS PUNISHMENT WORKS ON THE HONOUR SYSTEM, SO PLEASE DO IT.</span>
<br><br>
$Player_alias blinks as $her hacking tool disengages. Well... at least there's <b>no consequences</b> for this failure! The terminal screen flickers, then resets back to the login screen with a gentle 'bzt'.
<br><br>
<<if $hacking_skill_progress is 1>>
<<set $hacking_skill_progress to 0>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Combat Deactivate Combat Mode">><<include "Hacking Reset">><</link>>
<</if>>
<<set $hacking to 0>>
<</nobr>><<nobr>>
<<if $hacking_unlocking is "Test Chest">>
<<set $test_chest_locked to "unlocked">>
<br><br>
The storage compartment beneath the terminal lets off a soft -clk-. It's unlocked!
<</if>>
<<if $hacking_unlocking is "Head Over Heels">>
<<set $MS_Head_Over_Heels to 2>>
<br><br>
The door A3 hums with vibration from a sudden rush of air on the other side. The ventilation system has been rebooted, and the smog within is being rapidly filtered out!
<</if>>
<<if $hacking_unlocking is "Gimme A Hand Or Four">>
<<set $MS_Ruzi_Quest to 2>>
<br><br>
The chamber door hums briefly as the maglocks disengage. Whilst nothing about the door looks different, Mio knows it should open as easily as a sliding paper partition.
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<</if>>
<</nobr>><span id="item-screen">[img[$Bug_Hunter_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
<b>Bug Hunter</b>
<br><br>
<b>Damage range:</b> 3d2 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + <<if $W_Bug_Hunter_Mod_1 is 1>>1<<else>>0<</if>>
<br>
<b>Archetype:</b> Shotgun || <b>Dam Type:</b> <span class="agile">Agile</span>
<br>
<b>Element:</b> Piercing || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> <<if $W_Bug_Hunter_Mod_2 is 1>>Tracking<<else>>None<</if>> || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Bug_Hunter_Mod_1 is 1>>(Pierce Pellet)<<else>><s>(Pierce Pellet)</s><</if>> || <<if $W_Bug_Hunter_Mod_2 is 1>>(Targeting Computer)<<else>><s>(Targetting Computer)</s><</if>> || <<if $W_Bug_Hunter_Mod_3 is 1>>(Cryo Injection Chamber)<<else>><s>(Cryo Injection Chamber)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<<if $W_Bug_Hunter_Mod_3 is 1>>
<b>Cryoshot</b> - Perform a base-tier Ice attack which may cause freezing. 35 Flow.
<<else>>
<s>Cryoshot</s> - Perform a base-tier Ice attack which may cause freezing. 35 Flow. <b>Requires Weapon Mod 3.</b>
<</if>><br>
<b>Far</b> - Put distance between self and foe, then fire. -1 Damage, +2 Accuracy. 25 Flow.<br>
<b>Near</b> - Get in close on the foe, then fire. +2 Damage, -1 Accuracy. 25 Flow.
<br><br>
While some guns merely look ancient in an effort to appeal to the retro-minded, this is an exception. It's easy to date this short-barreled, pump-operated shotgun all the way back to the Reclaimation Era of pre-space Terra. No doubt, it has served faithfully over the decades - upgraded with a Glow-based power core and simple ammo feed block, it won't need reloading for many firings to come. Despite these modernizing tweaks, however, it is remarkably light. A number of scratches just above the weathered grip indicate tallies... 7 in total. It is an <span class="agile">Agile</span> weapon, for it is lightweight, relatively small in form factor, and features significantly dampened recoil.
<br><br>
<i>This is the kind of weapon one likes to keep handy for close encounters. Thanks to the feed block ammunition system, the only thing giving pause to barrages of blasts is the heat build-up... and one's capacity to pump reliably.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Bug Hunter Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_Bug_Hunter_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Simple Weapon">>
<<set $Shop_Item_Name to "Bug Hunter">>
<<set $Weapon_Remove to "Bug Hunter">>
<<set $Weapon_Remove_Position to $Bug_Hunter_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Bug_Hunter_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $Bug_Hunter_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Bug_Hunter_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Bug Hunter Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Bug_Hunter_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Bug Hunter">>
<<set $Weapon_Remove_Position to $Bug_Hunter_Position>>
<<include "Remove Weapon">>
<<set $Bug_Hunter_Position to 0>>
<<set $Bug_Hunter_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Bug_Hunter_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Bug_Hunter_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Bug_Hunter_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Bug_Hunter_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Bug_Hunter_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Bug_Hunter_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Bug_Hunter_Equipped to 1>>
<<set $I_W_I_U to $Bug_Hunter_Equipped_Icon>>
<<set $I_W_P to $Bug_Hunter_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Bug Hunter">>
<<set $Player_weapon_main_damage_type = "piercing">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "shotgun">>
<<set $Player_weapon_main_damage_range = "3d2">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "N/A">>
<<set $Player_weapon_main_attack_type = "Agile">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Near to 1>>
<<set $WSA_Far to 1>>
<<if $W_Bug_Hunter_Mod_1 is 1>>
<<set $Player_weapon_main_armour_penetration = $Player_weapon_main_armour_penetration + 1>>
<</if>>
<<if $W_Bug_Hunter_Mod_2 is 1>>
<<set $Player_weapon_main_modifier = "tracking">>
<</if>>
<<if $W_Bug_Hunter_Mod_3 is 1>>
<<set $WSA_Cryoshot to 1>>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Bug Hunter">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Bug_Hunter_Equipped to 0>>
<<set $I_W_I_U to $Bug_Hunter_Icon>>
<<set $I_W_P to $Bug_Hunter_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Bug Hunter">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
$Player_alias examines the Bug Hunter laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Bug_Hunter_Mod_1 is 1>>
A <b>Pierce Pellet</b> upgrade has been installed, refining the ammunition manufactury to turn each pellet into something akin to a miniature caltrop. The result? Much better at penetrating armour, +1.
<<else>>
With some creative tinkering, a <b>Pierce Pellet</b> upgrade would refine the pellets in each shell as they're printed, adding <b>+1 Armour Penetration.</b>
<br>
<br>
This would require:
<br>4 Bits (have $Player_crafting_bits), 1 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 4 and $Player_crafting_mats gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 4>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Bug_Hunter_Mod_1 to 1>>
<<dialog>>
This is a fairly muted process - opening the case, removing the housing for the manufactory CPU, and making adjustments to the final stages of manufacturing. $Player_alias gets everything closed up and pumps the little shotgun... all clear.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Bug Hunter">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 4 or $Player_crafting_mats < 1 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Bug_Hunter_Mod_2 is 1>>
A <b>Targeting Computer</b> has been installed atop the weapon, with a number of motorized weights affixed to key spots down the bulk of it. They subtly tug and lean the gun as it's wielded, like a physical aim assist, providing the Tracking modifier - increasing the liklihood of a critical hit with each shot fired.
<<else>>
This weapon is a viable candidate for a <b>Targeting Computer</b>, a smart-scope with physical aim-adjustment capabilities via motorized weights. This would <b>provide the Tracking modifier, increasing crit chance with each shot, resetting on a crit.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 2 Mats (have $Player_crafting_mats), 2 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<set $W_Bug_Hunter_Mod_2 to 1>>
<<dialog>>
Finding just the right spots to affix the adjusting weights to takes up the bulk of the time spent on this modification... attaching them is the easy part. $Player_alias moves the shotgun into a firing stance and practices a few turns and different grips, getting a feel for the change in weight... and the odd, beckoning tugs it makes to tweak $her aim.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Bug Hunter">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Bug_Hunter_Mod_3 is 1>>
A <b>Cryo Injection Chamber</b> is installed, allowing for shots to be flooded with flash-freezing gases to pepper foes with explosive blasts of ice. Unlocks the Cryoshot attack.
<<else>>
It'll be a tricky fit, but a <b>Cryo Injection Chamber</b> would provide an occasional ice-aspected offensive option. <b>Unlocks the Cryoshot attack, an Ice-attack with a chance to freeze.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 4 Chems (have $Player_crafting_chems), 2 Tek (have $Player_crafting_tek)...
<br>And Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_chems gte 4 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 4>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<set $W_Bug_Hunter_Mod_3 to 1>>
<<dialog>>
The module is fiddly to make, and almost as much to mount onto the rifle. Nevertheless, $Player_alias eventually has it affixed, an invisible beam just below the barrel learning all it can about its victims before making bleeding-edge adjustments.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Bug Hunter">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_chems < 4 or $Player_crafting_tek < 2>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Bug Hunter">>
<</dialog>>
<</link>>
<</nobr>><span id="item-screen">[img[$Portable_Hull_Cleanser_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Unitek <b>Portable Hull Cleanser</b>
<br><br>
<b>Damage range:</b> 2d4 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>2<<else>>0<</if>> || <b>Acc</b> + 2 || <b>Def</b> + <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>1<<else>>0<</if>> || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Chemical Thrower || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Acid || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>Long<<else>>None<</if>> || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>(Pressure Delimiter)<<else>><s>(Pressure Delimiter)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>(Spray Shield)<<else>><s>(Spray Shield)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>(Long-range Nozzle)<<else>><s>(Long-range Nozzle)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Cryoshot</b> - Perform a base-tier Ice attack which may cause freezing. 35 Flow.<br>
<b>Flamethrower</b> - A Base-tier Fire attack that may cause Burning. 30 Flow.<br>
<b>Soft Sludge</b> - A base-tier Acid attack that may lower armour. 40 Flow.<br>
<b>Tank Swap</b> - A free action to change the weapon's Element (until unequipped or changed again). 10 Flow.<br>
<br><br>
A miniaturized version of the kind of heavy-duty machine-mounted hull cleansers found in starports, used to decontaminate ships arriving from worlds with unusual organic hazards - spores, invasive flora, or throbbing tentacle monster hive-meat. This particular example draws from a three-tiered chemical containment unit, each tier containing a different ejection compound. It is primarily loaded with a substance derived from Territorial Acid - a substance created by tentacle monsters, for tentacle monsters. With the flick of a dial, however, it can also belch sticky flame or freezing cryogenic fluid. It is a <span class="tricky">Tricky</span> weapon, as one must factor in the arc and adjustable nozzle of the spray, as well as maintain functional pressure. <b>The element of weapon can be changed at will during combat via 'Tank Swap', a free action with a small Flow cost.</b>
<br><br>
<i><span class="codex"><<link "Unitek">><<set $Codex_Return to "Portable Hull Cleanser">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Unitek">><</dialog>><</link>></span> create more than just weapons, though it's said that this tool was derived from a military contract for a defoiliant device which fell through in funding halfway through development. Now, it's a weapon once more... What a nasty cycle.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Portable Hull Cleanser Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_Portable_Hull_Cleanser_Equipped is 0>>
<<set $Player_temp to 30>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Portable Hull Cleanser">>
<<set $Weapon_Remove to "Portable Hull Cleanser">>
<<set $Weapon_Remove_Position to $Portable_Hull_Cleanser_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Portable_Hull_Cleanser_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $Portable_Hull_Cleanser_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Portable_Hull_Cleanser_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Portable Hull Cleanser Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Portable_Hull_Cleanser_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Portable Hull Cleanser">>
<<set $Weapon_Remove_Position to $Portable_Hull_Cleanser_Position>>
<<include "Remove Weapon">>
<<set $Portable_Hull_Cleanser_Position to 0>>
<<set $Portable_Hull_Cleanser_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Portable_Hull_Cleanser_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Portable_Hull_Cleanser_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Portable_Hull_Cleanser_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Portable_Hull_Cleanser_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
$Player_alias examines the Portable Hull Cleanser laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>
A <b>Pressure Delimiter</b> is installed, pushing the maximum pressure the weapon can handle to new heights. Appearing as an extra gauge atop the existing set, it provides +1 Damage.
<<else>>
With the right parts, a <b>Pressure Delimiter</b> should be easy enough to assemble and install. This would provide substantial additional force without additional fuel consumption, adding <b>+2 Damage.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 2 Mats (have $Player_crafting_mats), 2 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<set $W_Portable_Hull_Cleanser_Mod_1 to 1>>
<<dialog>>
Bypassing the main pressure gauge, before looping back into the system through the new, additional one. $Player_alias hoists the Portable Hull Cleanser up gives the handle-mounted trigger a pull without opening the nozzle, watching the needles swing up... nice.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Portable Hull Cleanser">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>
A <b>Spray Shield</b> is installed, protecting the wielder from splashback just as well as it does from incoming attacks. Provides +1 Armour.
<<else>>
With some work, a <b>Spray Shield</b> could be fitted to protect the user from frontal attacks and chemical splashes, <b>increasing Armour by +1.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 5 Mats (have $Player_crafting_mats)...
<br>And 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 1 and $Player_crafting_mats gte 5 and $Player_skill_handiwork_actual gte 2>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 5>>
<<set $W_Portable_Hull_Cleanser_Mod_2 to 1>>
<<dialog>>
$Player_alias shapes the shield into a curve around the bulk of the weapon, including a clear, armoured window to see through. It's soon welded onto the device firmly!
<br><br>
<<link "Return">>
<<dialog>>
<<include "Portable Hull Cleanser">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 1 or $Player_crafting_mats < 5>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>
A <b>Long-range Nozzle</b> is installed, vastly improving the distance and arc of the thrower's operation. This provides the Long modifier, boosting dodge with every attack.
<<else>>
A <b>Long-range Nozzle</b> could be installed with the right parts, substantially improving the operational distance of the Cleanser. <b>Applies the Long modifier, improving dodge when attacking.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 4 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 4 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 4>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 4>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Portable_Hull_Cleanser_Mod_3 to 1>>
<<dialog>>
The whole frontal nozzle is removed and significantly adapted, lengthened and narrowed. Some adjustments to the internal systems, and... ready! $Player_alias gives the weapon some testing swings, getting used to the new size profile.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Portable Hull Cleanser">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 4 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Portable Hull Cleanser">>
<</dialog>>
<</link>>
<</nobr>><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Portable_Hull_Cleanser_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Portable_Hull_Cleanser_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Portable_Hull_Cleanser_Equipped to 1>>
<<set $I_W_I_U to $Portable_Hull_Cleanser_Equipped_Icon>>
<<set $I_W_P to $Portable_Hull_Cleanser_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Portable Hull Cleanser">>
<<set $Player_weapon_main_damage_type = "acid">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "thrower">>
<<set $Player_weapon_main_damage_range = "2d4">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "2d4">>
<<set $Player_weapon_main_attack_type = "Tricky">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Soft_Sludge to 1>>
<<set $WSA_Flamethrower to 1>>
<<set $WSA_Cryoshot to 1>>
<<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 2>>
<</if>>
<<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>
<<set $Player_weapon_main_defence = $Player_weapon_main_defence + 1>>
<</if>>
<<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>
<<set $Player_weapon_main_modifier = "long">>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Portable Hull Cleanser">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Portable_Hull_Cleanser_Equipped to 0>>
<<set $I_W_I_U to $Portable_Hull_Cleanser_Icon>>
<<set $I_W_P to $Portable_Hull_Cleanser_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Portable Hull Cleanser">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Granityn Systems
</div>
<hrt><hr></hrt>
Granityn Systems is a defunct weapons and robotics manufacturer, having folded some 3 decades prior. The tale of its short-lived triumph and ultimate failure is a notable lesson for the Military-Industrial Complex across all worlds and civilizations, for, paradoxically, the high quality of their goods led to their downfall.
<br><br>
Made for cheap but also made simply and with stringent quality control, their weapons in particular were - and still are - easy to get a hold of, unlikely to break, and often easy to repair if they do. As a result, they soon found themselves bereft of clients, for they already had reliable weaponry. An initial rush of investment saw little return as sales dried up, and the company quietly closed its doors and sold off its assets a mere generation later.
<<include "Codex Return">><</nobr>><<nobr>>
<b>
<<if $hacking_difficulty is "very easy">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<</if>>
<<if $hacking_difficulty is "easy">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<</if>>
<<if $hacking_difficulty is "medium">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<</if>>
<<if $hacking_difficulty is "hard">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<<if $hacking_letter_9_found is 0>>
_
<<else>>
$hacking_letter_9
<</if>>
<<if $hacking_letter_10_found is 0>>
_
<<else>>
$hacking_letter_10
<</if>>
<</if>>
<<if $hacking_difficulty is "very hard">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<<if $hacking_letter_9_found is 0>>
_
<<else>>
$hacking_letter_9
<</if>>
<<if $hacking_letter_10_found is 0>>
_
<<else>>
$hacking_letter_10
<</if>>
<<if $hacking_letter_11_found is 0>>
_
<<else>>
$hacking_letter_11
<</if>>
<<if $hacking_letter_12_found is 0>>
_
<<else>>
$hacking_letter_12
<</if>>
<</if>>
</b>
<</nobr>><<nobr>>
The secure storage compartment is
<<if $test_chest_locked is "locked">>
<b>locked.</b>
<<else>>
<<if $test_chest_looted is "unlooted">>
unlocked! It contains a credstick good for 25 credits.
<<link "Take it.">><<set $test_chest_looted to "looted">><<set $Player_gold to $Player_gold + 25>><<replace '#story-caption'>><<include StoryCaption>><</replace>><<replace '#testchestreplace'>><<include "Test Chest"<</replace>><</link>>
<<else>>
Unlocked! But it's already been pilfered of its contents.
<</if>>
<</if>>
<</nobr>>
Nestled in between two of the shelving units is a terminal set into the wall, directly above a secure storage compartment jutting out from beneath it, akin to an underbite beneath the terminal keyboard. Looks like a software lock... <b><<link "A hackable one." "Hacking Test Difficulty Selection">><<set $Prior_Location to "Storage Module 2-3">><</link>></b><br><br><<nobr>>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 114>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 156>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<</nobr>>Hi there! Pyksies here. If you're seeing this, then I've asked you to help me test out this hacking minigame... OR, you're me, Pyksies. In which case, hi, me, don't forget to drink water.
Select a difficulty below!
<<link "Very Easy." "Hacking Word Selection">><<set $hacking_difficulty to "very easy">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Easy." "Hacking Word Selection">><<set $hacking_difficulty to "easy">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Medium." "Hacking Word Selection">><<set $hacking_difficulty to "medium">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Hard." "Hacking Word Selection">><<set $hacking_difficulty to "hard">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Very Hard." "Hacking Word Selection">><<set $hacking_difficulty to "very hard">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
You can also set Mio's Science skill here, increasing or decreasing the Attempts you get. Just click a link below.
<<if $Player_skill_science is 2>>Science currently set to <b>2</b><<else>><<link "Set Science to 2." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 2>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 4>>Science currently set to <b>4</b><<else>><<link "Set Science to 4." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 4>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 6>>Science currently set to <b>6</b><<else>><<link "Set Science to 6." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 6>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 8>>Science currently set to <b>8</b><<else>><<link "Set Science to 8." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 8>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 10>>Science currently set to <b>10</b><<else>><<link "Set Science to 10." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 10>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 100>>Science currently set to <b>100</b><<else>><<link "Set Science to 100, lmao." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 100>><<include "Stat Updater">><</link>><</if>><span id="item-screen">[img[$Truthseeker_Smartbow_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Nightgrove <b>Truthseeker Smartbow</b>
<br><br>
<b>Damage range:</b> 2d5 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Truthseeker_Smartbow_Mod_1 is 1>>2<<else>>0<</if>> || <b>Acc</b> + 1 || <b>Def</b> + 0 || <b>Pen</b> + <<if $W_Truthseeker_Smartbow_Mod_2 is 1>>1<<else>>0<</if>>
<br>
<b>Archetype:</b> Bow and Arrow || <b>Dam Type:</b> <span class="agile">Agile</span>
<br>
<b>Element:</b> Piercing || <b>Element 2:</b> <<if $W_Truthseeker_Smartbow_Mod_3 is 1>>Acid<<else>>N/A<</if>>
<br>
<b>Modifier:</b> Toxic || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Truthseeker_Smartbow_Mod_1 is 1>>(Arrow Booster)<<else>><s>(Arrow Booster)</s><</if>> || <<if $W_Truthseeker_Smartbow_Mod_2 is 1>>(Drillhead)<<else>><s>(Drillhead)</s><</if>> || <<if $W_Truthseeker_Smartbow_Mod_3 is 1>>(Corrosive Alchemy)<<else>><s>(Corrosive Alchemy)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Aimed Shot</b> - A basic attack with +2 Acc. 20 Flow.<br>
<b>Double Nock</b> - Swiftly fire two arrows with no accuracy penalty. 65 Flow.<br>
<b>Explosive Round</b> - An unaspected explosive blast with 1.5* Dam. 65 Flow.<br>
<b>Homing Blast</b> - Fire a shot that cannot miss. 70 Flow.
<br><br>
An elegant bow that blends ancient design with modern technology. It's been well cared for, but bears signs of minor tarnishing due to its age. It comes complete with a quiver that prints arrows to the user's specifications, already loaded with a number of designs of Selene's customized making. The glow core powers a system that links to each arrow and adjusts their flight mid-shot. And, finally, each arrowhead is tipped with a tiny vial of toxins. It is an <span class="agile">Agile</span> weapon, best suited for the highly mobile, any tricky elements figured out in advance to be used as swift as instinct allows in actual battle.
<br><br>
<i>If you were to show a freshly-thawed ancient cryosleeper <span class="codex"><<link "Nightgrove's">><<set $Codex_Return to "Truthseeker Smartbow">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Unitek">><</dialog>><</link>></span> Truthseeker Smartbow, they would doubtless be confused by the presence of such an archaic weapon in such advanced times. That is, until you show them the flight-correcting guided arrows, the 3D-printing quiver that generates them almost as fast as they can be fired, and the touch-intelligent slack adjustment on the bowstring to diminish strain in the arms. Either that, or shoot them with it. They'll get the point to Nightgrove's design philosophy; the classics never die, they get upgraded.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Truthseeker Smartbow Equip">>
<</if>>
</span>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Truthseeker_Smartbow_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Truthseeker Smartbow Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Truthseeker_Smartbow_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Truthseeker Smartbow">>
<<set $Weapon_Remove_Position to $Truthseeker_Smartbow_Position>>
<<include "Remove Weapon">>
<<set $Truthseeker_Smartbow_Position to 0>>
<<set $Truthseeker_Smartbow_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Truthseeker_Smartbow_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Truthseeker_Smartbow_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Truthseeker_Smartbow_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Truthseeker_Smartbow_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Truthseeker_Smartbow_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Truthseeker_Smartbow_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Truthseeker_Smartbow_Equipped to 1>>
<<set $I_W_I_U to $Truthseeker_Smartbow_Equipped_Icon>>
<<set $I_W_P to $Truthseeker_Smartbow_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Truthseeker Smartbow">>
<<set $Player_weapon_main_damage_type = "piercing">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "toxic">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "bow and arrow">>
<<set $Player_weapon_main_damage_range = "2d5">>
<<set $Player_weapon_main_damage = 1>>
<<set $Player_weapon_main_advanced_range = "2d5">>
<<set $Player_weapon_main_attack_type = "Agile">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Aimed_Shot to 1>>
<<set $WSA_Double_Nock to 1>>
<<set $WSA_Explosive_Round to 1>>
<<set $WSA_Homing_Blast to 1>>
<<if $W_Truthseeker_Smartbow_Mod_1 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 1>>
<</if>>
<<if $W_Truthseeker_Smartbow_Mod_2 is 1>>
<<set $Player_weapon_main_armour_penetration = 1>>
<</if>>
<<if $W_Truthseeker_Smartbow_Mod_3 is 1>>
<<set $Player_weapon_main_damage_type_2 = "acid">>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Truthseeker Smartbow">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Truthseeker_Smartbow_Equipped to 0>>
<<set $I_W_I_U to $Truthseeker_Smartbow_Icon>>
<<set $I_W_P to $Truthseeker_Smartbow_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Truthseeker Smartbow">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
$Player_alias examines the Truthseeker Smartbow laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Truthseeker_Smartbow_Mod_1 is 1>>
An <b>Arrow Booster</b> module is installed, affixing a small disposable thruster to each arrow, improving the force behind it just a tad. Provides +1 additional Damage.
<<else>>
With the right parts, an <b>Arrow Booster</b> should be easy enough to code into the quiver's arrow printer. This would modify the arrows made by it to include a small thruster for extra 'oomph', providing <b>+1 additional Damage.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 1 Mats (have $Player_crafting_mats), 3 Tek (have $Player_crafting_tek)...
<br>And 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 1 and $Player_crafting_tek gte 3 and $Player_skill_handiwork_actual gte 4>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 3>>
<<set $W_Truthseeker_Smartbow_Mod_1 to 1>>
<<dialog>>
Additional materials are loaded into the quiver's parts stock. From there, it's a lot of programming... $Player_alias lifts the bow up and reaches over her shoulder, plucking a fresh arrow and examining the thruster. Perfect.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Truthseeker Smartbow">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 1 or $Player_crafting_tek < 3>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Truthseeker_Smartbow_Mod_2 is 1>>
A <b>Drillhead</b> is installed, affixing a small rotating mechanism to each arrowhead. While shortlived, they provide additional penetration of toughened armour to allow the toxic payload behind the drill to infiltrate targetted foes successfully. Provides +1 Armour Penetration.
<<else>>
With some tinkering, a <b>Drillhead</b> mod could give each arrow a functioning, piercing drill to puncture through even the toughest of armours. <b>Increases Armour Penetration by +1.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits) 2 Mats (have $Player_crafting_mats), 4 Tek (have $Player_crafting_tek)...
<br>And 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 4 and $Player_skill_handiwork_actual gte 4>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 4>>
<<set $W_Truthseeker_Smartbow_Mod_2 to 1>>
<<dialog>>
The quiver's on-board printer will struggle creating the drill mechanisms from scratch, so $Player_alias instead creates them herself, filling the manufactory's additional resource space with plenty of the little devils. The first printed example whirs into life in her hands.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Truthseeker Smartbow">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 4>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Truthseeker_Smartbow_Mod_3 is 1>>
Some <b>Corrosive Alchemy</b> would be an unorthodox but effective way to give the toxic payload a little more 'oomph', adding a corrosive effect to the bubbling substance. Provides Acid as a secondary element.
<<else>>
<b>Corrosive Alchemy</b> could be performed to imbue the existing toxic payload with caustic properties. <b>Provides Acid as a secondary element..</b>
<br>
<br>
This would require:
<br>1 Bits (have $Player_crafting_bits), 1 Mats (have $Player_crafting_mats), 5 Chems (have $Player_crafting_chems)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_chems gte 5 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 5>>
<<set $W_Truthseeker_Smartbow_Mod_3 to 1>>
<<dialog>>
It's not an exact science... well, it is, but not the kind $Player_alias is familiar with. Alchemy has become as much a recognized field as Physics or Chemistry, despite overlap with the latter. After a lot of trial and error, $Player_alias marvels at the creation of a toxic, caustic substance that doesn't eat through the shatter-capsule early!
<br><br>
<<link "Return">>
<<dialog>>
<<include "Truthseeker Smartbow">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 1 or $Player_crafting_mats < 1 or $Player_crafting_chems < 5>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Truthseeker Smartbow">>
<</dialog>>
<</link>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Landfill Planet(s).
</div>
<hrt><hr></hrt>
Planets considered completely and utterly useless - that is, unfit for terraforming, lacking in useful minerals or gases, and completely incapable of sustaining life - may be designated as Landfill Planets, where all manner of the galaxy's finest trash may end up.
<br><br>
At least, that's how it used to go. Even the most feeble of rocks will have its diehard defenders, and so now the modern policy is the creation of Junk Planets - artificially created planetoids made of pure refuse. Some maintain recycling facilities, great metal monoliths rising out of the debris to pull useful resources from discarded objects, giving rise to a few major 'types'; Garden Waste Junk Planets, Metal Junk Planets, Plastic Junk Planets and so on.
<br><br>
Due to the increased regulations about what trash goes where, however, most Rim colonists and Pirates will simply dump their trash on one of the old Landfill Planets. Whoops.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Arrowhead Designs
</div>
<hrt><hr></hrt>
Arrowhead Designs are responsible for some of the finest weapons to ever grace known space. Arrowhead Designs are also responsible for some of the worst such weapons, and furthermore they are responsible for many of the most middling and thoroughly 'it's fine, I guess' weapons.
<br><br>
Not without a sense of humour, they recently held a poll for their worst weapon of all time, then made 100 limited edition reprints of the eventual winner; the 'Arrowhead Thudgun', a traditional slug-firing scattergun known for two things; mauling fingers due to a severe design flaw in the pressurized trigger, and exploding if fired more than 20 times total due to the absurdly oversized shells it fires causing massive stress on the weapon's powerplant.
<br><br>
At present date, 37 such examples are known to remain operational.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
<br>
<</if>>
Codex Entry: EVA (Extravehicular Activity).
</div>
<hrt><hr></hrt>
Extravehicular Activity refers to any activities performed outside of planetary atmospheres, such as spacewalks or maintenance work on the hulls of starships and spacestations. Therefore, an EVA Suit is a suit designed for just such a purpose. Depending on the makers, intended users and (if any) specialized purposes, EVA Suits are wildly variable in size, build, materials and appearances, ranging from sheer bulky utility to slender, mobility-assisting sportswear.
<br><br>
Most Androids, of course, don't need to bother with such things; but some particularly bio-organic models may need to concern themselves with pressurized protection, or defense from the near-absolute chills and scorching flares of the void.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Rakumo</b>
<br><b>Daughters of the Dead Star</b>
</div>
<hrt><hr></hrt>
The RaKuMo (typically written Rakumo in modern times) are a semi-monogendered race of reptilian aliens characterized by imposing height, great strength, and extreme survivability. Female in appearance, they are bipedal, with bodies cloaked in thick scales and external bone growths upon the head, shoulders, elbows, wrists and lower legs, which end in large feet with four obsidian claws - one rear facing off from the heel. Their hands are somewhat oversized for their bodies, tipped with equally brutal claws, accentuated by the bone growth from the wrist - some Rakumo will shave this down, while others will cultivate and carve it into additional natural weaponry, either blunting them into knuckle coverings or sharpening them into stunted claws. They have large tails which will grow back if cut off, which may or may not bear bone spikes (thagomizers). Their scales come in a variety of tones on the blue-red spectrum, though other colours have been observed through gene modding and mutation. Despite not bearing milk, they possess 'breasts' which, alongside the base of the tail, function as a storage for additional fat - an overeating Rakumo only shows it in her chest and rear.
<br><br>
They have large heads as disproportional to their bodies, with big, expressive eyes that burn in sunset tones against black sclera flecked with gold. Sharp, carnivorous teeth lurk in two rows within their maws, safeguarding long, forked tongues. Their noses are somewhat receded, and they have slender, sharpened swept-back ears. In place of hair, Rakumo have growths of bone that grow constantly throughout their lives, which can be sculpted into the desired shape - for aesthetic, function, or both. A Rakumo at the hairdressers needs a belt sander, not scissors. The average Rakumo stands at just shy of 8 feet in height, and they have well-built hips suited for mobility on their mountainous homeworld.
<br><br>
Rakumo often find employment befitting their strength and size, and are thus increasingly common in the Galaxy as labourers of varying skill levels, and as military, militia or mercenary hires. Despite the stereotypical employment, Rakumo who pursue more academic fields are a growing minority.
<hrt><hr></hrt>
<<linkreplace "Rakumo Origin">>
Rakumo are survivors of an inhospitable volcanic world, and it is not unfair to say that they are a race forced to grow too soon. An age of prehistoric savagery, akin to Terra, gave way to what can be considered equivalent to the Classical age. Where things drastically differ, however, is that all of Rakumo's warring nations were brought under a single banner, flown in the name of a conqueror of the entire world.
<br><br>
The species Rakumo were not always called thus. It is a name they adopted in honour of this singular figure, a scientist and warlord who united the warring clans under one banner for one very simple reason: she had realized that their planet was doomed, and nobody would listen to her.
<br><br>
Rakumo the Conquerer united the wretched world under her banner because she had discovered a cruel truth; the planet (now also named Rakumo) was doomed to tear itself apart. And so, she rode to spread the word, then to convince others of its truth, and then to force them to accept it; all so that the collective knowledge, resources and efforts of her people might find a solution to their untimely end. So profound was the effect Rakumo had upon her race that, after her death, they took her name to honour her forever more. She died before the first Rakumo ship successfully broke orbit, but now she is carried with every surviving daughter of the Dead Star.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Rakumo Names">>
Rakumo are almost all named in the same manner; three syllables, two letters in length each. Jafina, Kalitu, Pareno, and so on. It is exceedingly rare for even half-breeds not to bare one such name as part of their identity, even if shared with the culture of another alien race. Rakumo typically have no surnames, for direct relations pale before the simple fact that they are of the Rakumo, and are of one family.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Rakumo Technology">>
Rakumo technology is harsh in design and in make, and many consider it a miracle that they made it off of the Dead Star at all. It was not an easy life in space, but it was not an easy life upon their homeworld to begin with. As a race, they thrived the moment they successfully established a colony upon a more moderate planet. The species retains a relatively small but determined scientific caste who are held in high regard: intelligence of this level is not seen as weakness, but strength, especially as it denies the Rakumo their innate battle lust.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>
[img[$Dataprick_Icon]]
<br>Dataprick | $C_Dataprick in possession
<b>Type:</b> Hacking aid. || <b>Usage:</b> Contextual (During Hacking)
A Dataprick is a small, concealable device that can fool many computer systems into giving an intruder access. With a 'prick' tip that can shift into different input plugs depending on need, regulation of these devices is difficult due to the widespread use they see in the security sector, as well as most IT departments keeping some around for user emergencies.
Thankfully, most people consider the tiny keypad too bothersome to deal with. It is incredibly hard to type in the needed commands, and it almost always breaks after use! How suspicious.
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<nobr>>
<<if $hacking is 1 and $Player_combat is 0>>
<<link "Autohack" "Hacking Success">>
<<set $hacking to 0>>
<<set $hacking_letters_remaining to 0>>
<<set $Dataprick to $Dataprick - 1>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<dialog>>
$Player_alias adjusts the Dataprick's input spike, then sets about the painful task of inputting the correct commands into that insufferably tiny keyboard. Once that's through, she carefully inserts it, that frustration rewarded with the screen flashing a welcoming green, unlocking before her eyes! Too bad the Dataspike's keyboard is busted beyond repair from a single use...
<</dialog>>
<</link>>
<<else>>
<s>Autohack</s> -- Not currently hacking anything!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Dataprick_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Dataprick_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Dataprick_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Dataprick_Position to $I_C_Move>>
<</link>>
<</nobr>></div><<nobr>>
<<if $AC_Breaching_Jacket_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_Breaching_Jacket_Equipped to 1>>
<<set $I_AC_I_U to $Breaching_Jacket_Equipped_Icon>>
<<set $I_AC_P to $Breaching_Jacket_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "breaching jacket">>
<<set $Player_fire_accessory = 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "MERCANOID Breaching Jacket">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_Breaching_Jacket_Equipped to 0>>
<<set $I_AC_I_U to $Breaching_Jacket_Icon>>
<<set $I_AC_P to $Breaching_Jacket_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "MERCANOID Breaching Jacket">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$Breaching_Jacket_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
MERCANOID <b>Breaching Jacket</b>
<br><br>
<b>Specs:</b> + Heat def
<br><br>
A standard Breaching Jacket, worn by operators of Breaching Pods. Whilst malfunctions with such rigid hardware are unlikely, it never hurts to be prepared for the worst, and the worst-case-scenario in a Breaching Pod is an internal fire. Breaching Jackets improve the pilot's survival rate dramatically by providing composite layers of heat-resistant materials.
<br><br>
While most protective wear of this sort is a full-body suit and sealed helmet, for a MERCANOID, it only needs to protect the central torso, where heat-sensitive vital hardware ticks away behind synthskin and plastic-metal compositions.
<br><br>
Typically, such Breaching Jackets are removed upon landing in hostile territory, as their bulk threatens to slow the user down. Mio has no such issues, but fire protection is unlikely to be of aid in this assignment.
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "MERCANOID Breaching Jacket Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $AC_Breaching_Jacket_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Accessory">>
<<set $Shop_Item_Name to "Breaching Jacket">>
<<set $Accessory_Remove to "Breaching Jacket">>
<<set $Accessory_Remove_Position to $Breaching_Jacket_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Breaching_Jacket_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Accessory">>
<<set $Breaching_Jacket_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $AC_Breaching_Jacket_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "Breaching Jacket">>
<<set $Accessory_Remove_Position to $Breaching_Jacket_Position>>
<<include "Remove Accessory">>
<<set $Breaching_Jacket_Position to 0>>
<<set $Breaching_Jacket_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $Breaching_Jacket_Position>>
<<include "Inventory Accessory Move Left">>
<<set $Breaching_Jacket_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $Breaching_Jacket_Position>>
<<include "Inventory Accessory Move Right">>
<<set $Breaching_Jacket_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "FUM Breeder">><</if>>
<<if $Grapple_Loss is "Mental">>
The FUM merely watches from where it is, relishing in the show as Mio eagerly strips, her gear and clothing falling in a pile around her feet before she drops into an unceremonious kneeling pose upon the tip-joint of her armoured boots, throwing a hand into the air to offer a v-shaped peace sign. She's left in nothing but her simplistic underwear, clingy and sports-style, leaving nothing to the imagination.
<br><br>
<span style="color:#E5CEF3">"Come on! I lose! You win!"</span> Mio gasps, eyes swirling with a tinge of darker purple to their usual lavender glow. The FUM finally strides forwards, beckoning Mio up to her feet as he draws near: Mio complies with a giggle, finding herself wrapped in close with a massive arm at her side, clamping her to the FUM's hip with a hand upon her own as he leads her towards the flesh-walls...
<br><br>
<span style="color:#E5CEF3">"Ah?... Here?"</span> Mio asks with a tilt of her head as the FUM herds her towards the writhing walls, in the massive divot its bulk originally occupied, the well-fucked Elven beauty in the basin of it gazing up at Mio with a curious look in her otherwise hazy emerald eyes. In answer, the FUM simply slides its hand up from her hip - giving her chest a harsh grope on the way to elicit a gasp - and plants it upon Mio's head, forcing her forward into a stumble! She trips and lands upon the Elf girl, causing them both to gasp as they squash chest-to-chest!... and causing Mio to blink and frown, that minor jolt giving her biomechanical brain a moment to reboot.
<br><br>
<span style="color:#E5CEF3">"... Wait, why am I naked?!--"</span>
<<else>>
As freakish as it is fearsome, the Fum's ever-present leer grows somehow wider still as it herds Mio around the purple-hazed room, beginning to outright laugh as her metal-plated feet trip and stumble around pulsating tentacles lying across the floor like exposed, infected tree roots. Blows seem to uselessly bounce right off of its thick hide, and to make matters worse, the walls of the infested lab are moving around her, cutting off her avenues of escape and filling her senses of sight and sound with writhing, well-fucked bodies and the pleasure-wracked noises they make.
<br><br>
Before she knows it, she's back where the fight began, just with the positions reversed. With her back to the divot in the flesh wall once taken up by the Fum, the brute flicks the final domino in its grand scheme, raising its thick, three-fingered fists into the air!... and bringing them down in front of Mio, crushing hive-flesh and sending a wave of the wretched stuff flying at her!
<br><br>
Mio turns, Mio dives, and Mio dodges the sticky, ruined mulch as it flies overhead and splatters against the flesh wall, swiftly absorbed back into the blossoming hive. Too late does she realize that this was precisely the result the Fum was hoping for, as she lands chest-to-chest against its well-curved victim!
<br><br><</if>><</nobr>>
Mio scarcely has time to take in the features of the gorgeous scientist she's gracelessly sprawled atop of; A Terran, and an Elf at that. Ethereally pale. Lengthy, pointed ears, the right decorated with a strangely hi-tech looking black clasp along the top edge and 3 gold studs towards the base that almost match her long flowing hair, somehow beautiful even when dishevelled and caked in sexual slime. A simple pink hair tie just barely hangs on to a few locks by her side, implying she normally keeps it tied back. A well-kept face that Mio can tell, even through the well-ruined layers of smudged crimson lipstick upon absurdly plush lips and smeared mascara around half-lidded emerald eyes, wears a constant and warming smile... for such a smile now gazes up at her despite her panic.
<span style="color:#3DFF61">"You're doing great, babe!~"</span> the Elf suddenly speaks, jarring Mio's sluggish sensors back into reality as the brute looms behind her. This woman and her colleagues aren't her priority, but... she can help them, damn it! And this encouragement is just what she needed. A shaky smile graces the MERCANOID's face as she nods and begins to pull herself up - limbs placed with care so as not to injure the nude scientist beneath her... before hands wrap around her shoulders, having slipped in from below! <span style="color:#3DFF61">"Here! A kiss, for good luck!~"</span>
<span style="color:#E5CEF3">"Hunmpph--??"</span> Mio exclaims, cut off before her surprised noise can become a surprised word. She continues to push up with her arms, attempting to break free of the inopportunely-timed hug... and then her eyes flicker brightly from her vat-grown synth-brain firing signals in all directions at once, pupils distorting into a wild variety of shapes as the elf's tongue dances with her own, lips smeared with the woman's makeup, fae spit mixing with her chemical equivalent. Mio's arms quake and tremble uselessly, barely keeping her elevated just off the ground as the Fum lets rip with a distorted mimicry of a cruel cackle from behind her, its thick spittle raining down upon her back and making her synthskin tingle wherever it falls.
Aphrodisiac, of terrifying potency... lingering thickly upon the elf's tongue, and now spiking the biomechanical parts of Mio's system.
Just like that, the knight is felled by her damsel in distress, for whom thoughts of imminent potential rescue have fallen in priority next to making out with her brave little failure of a saviour. Mio's eyes continue their slot machine-like rampancy as her arms jerk out in opposing directions and, once again, her chest compresses tightly against the far more endowed woman beneath her. With her sensitivity skyrocketing, she can feel the diamond-like peaks of each pillow-soft mound digging into the sides of her comparatively perky pair like jabbing fingers.
Utterly immobilized, Mio winces when the Fum leans down with casual, mockingly slow speed to grab first her left arm, and then her right, pulling back to hoist her off of the Elven scientist... but only from the waist up. Their kiss broken, the Elf grumbles out into a pout as links of slowly breaking saliva link organic lips to synthetic ones. The sex-addled researcher's smile falters slightly at the sight of her hero, and - despite the haze of drugs and sex in her system - she puts two and two together.
<span style="color:#3DFF61">"... Oh... I probably shouldn't have done that, right?"</span>
Mio manages to deadpan down at the researcher before it's twisted back into a slightly crosseyed wince - the Fum's hands around her mechanical limbs should barely register as anything but a 'true' or 'false' in answer to 'am I being touched', and yet each slimy fingered grip and twist is making her eyes flicker again as her brain is overwhelmed with info spikes. The only explanation - a theory reinforced by the presence of an Elf on the team - is magic! Mio tries to twist free, but the Fum's lower set of arms - smaller, comparatively frail and until now tucked behind the brute's flabby body - unfurl to rip chunks of the hive-flesh around the three off, ball them up, and clap them around her arms; palms to elbows, an almost perfect rectangular bridge behind her back. The pulsating muck hardens almost instantly, disarming her completely... and, to the Fum's mind, earning him a reward.
With one hand on her arms to keep her held just barely aloft, the Fum displays surprisingly spineless flexibility to lean in and around the cramped space the women find themselves in, causing Mio to shudder through her malfunctions as the already claustrophobic view is eclipsed by slime-sheening grey-purple hide, two burning moon-yellow eyes, and that awful, leering grin... parting wider, then opening up. For a moment of panic, Mio fears that it might swallow her whole.
But it's much, much worse than that.
Bloated lips as thick as her wrist ball joints latch upon the lower half of her face in a perverse and inaccurate impression of a kiss, slathering it in that sinfully potent spit. If Mio's eyes were flickering before, now they're outright strobing - casting frantic rave-like lights and harsh, dark shadows within the meat alcove around them, all while the Elf looks up with a strange mixture of empathy and lust. The smearing of her lipstick immediately makes sense when the Fum's tongue - flat and thick as a bottom-dwelling fish - budges against Mio's sealed lips, pushes, and then forces its way into her mouth, earning a choked and despairing noise from the synthetic. With her head twisted back at an angle, the Fum gurgles out a chuckle straight into their 'kiss', barely muffled by it as his mind-mangling drool freely pours down the synthetic's trembling throat, her tongue crushed beneath his far larger muscle, pinned down without hope of rescue.
Mio <span style="color:#E5CEF3">"Fwuuuah--grgghll--"</span> Mio spasms, held with her chest just barely aloft from the Elf's by a fat-fingered grip upon her head, face shining with that diabolical drug-drool, eyes twisted and blaring out light. The Fum drops her carelessly, leaving Mio to tremble, feet slipping on slime in some useless effort to stand, even knowing that she'd fall back over immediately if she did. The only thing that succeeds in stilling her is the Elf's arms wrapping around her torso, a faint glow stemming from her hands upon her back - neat, trim and colourful nails, some part of Mio's fractured mind notes. Calm. Mio's fluttering body still twitches, but without that frantic violence. Gentle shushing from below, hot breath upon her cheek. Comforting. Calm. More magic, but with good intentions.
<span style="color:#3DFF61">"Ssssh, sorry, sorry, sssh, it's ok, hun... Breathe iiiin, and-- oh, do you breathe? Well, like, you get the idea, right? Ehihi..."</span> she
speaks softly, Mio just about able to focus upon her smiling face. Vacant eyes, dreamy smile. Surprisingly smooth voice, as if getting jackhammered by a monster twice her size for hours on end isn't that big of a deal. <span style="color:#3DFF61">"If you squirm too much, he'll just kiss you again, so calm, calm... focus on me... relax, I've got you... it's my fault, so don't blame yourself, ok?"</span> she softly instructs. Mio's shoulders relax. It's not her fault, but she can't move, can't stand, can't resume her fight. Struggling will just result in another throatful of that evil cocktail of chemicals, still even now making her body quiver, nerves and joints both mechanical and biomechanical firing off at random all the same.
So relax. Stare into those pretty green eyes, like the proverbial grass on the other side. Feel those satin-soft hands through her <<= $Player_outfit_top>>, caressing and pumping her full of magic to keep her docile. Ignore the tremors through the ground with each heavy, elephant-footed stomp from either side of her as the Fum moves into position above them, the hands pulling her wrists back, the tentacles writhing into her clothes and against her synthskin and the burning, insane need that rushes through her body and mind and spark of a soul, a thousand times worse when they tense and rip her $Player_outfit to shreds.
The whimper that tumbles from her lips shames her, but the gorgeous Elf finds the strength in her exhausted, sweat-slick body to lean up and silence it with another kiss. The Fum lets loose a distorted, mocking laugh from above, and for the briefest moment - as tongues entwine - Mio resents the sharp-eared woman, swapping those chemicals back and forth. Realization dawns; the Fum enjoys seeing them kiss. Won't interrupt. Spares her the crushing lash of his tongue, far worse than hers, smooth as silk by comparison.
Mio closes her eyes and her whimpers become earnest, hungry moans, her tongue darting in with more urgency and bravery. It's easy to ignore the horror around her with such beauty before her. She wishes she could return the hug, to drown in this Fae woman, but her arms are stuck encased harshly behind her back, now tugged up and used as a handle or lever, pulling her back onto... onto!...
A jolt of magic rushes through her metal spine. The calming spell is probably the only thing stopping Mio from screaming out the last vestiges of her sanity as the Fum's barbaric length, thick as an arm, bumped and ridged and designed for depravity <b>spears</b> up her vulnerable backside, cheeks pushed aside around his cock, arms strained like the reins of an out-of-control carriage. Lips slip from lips as she quakes and clenches, letting words spill free.
<span style="color:#E5CEF3">"TOO-- TOO BIIHH--"</span> she wails, this time silenced not by a kiss, but by those soft arms wrapping around her neck from behind and pulling her in close. The Elf is tall, taller at least than Mio, and so as the Fum's weight presses upon her back and crushes them both, her face finds itself buried within the pale bosom. This makes Mio tremble some more, but for different reasons. Each breast as big as her head, weighty, conforming to gravity's demands and spilling either side of the ageless belle's body, squashing around her helmet, muffling her aural sensors to spare her the worst of her own guttural howls as the monster starts to slamfuck her ass like he <b>owns it.</b>
<span style="color:#3DFF61">"Sssssh... I know, hun, I know... you'll get used to it! I did... but he's a big meanie who goes too far, <b>aren't you?</b>"</span> Mio hears her comforter directly chastise the Fum, and to her surprise, the bulky brute sneers but does not retaliate. No, his pace remains unchanged, having to drag his mighty frame back up before he can bring it back down, all that power into his hips and thus into his belly-bulging monster of a cock.
The bulge! Mio's stomach trembles each and every time it's pummeled tight and taut. She can feel it against the Elf's body, even able to make out her subtle abs... she exercises, but within reason. Desperate to think of anything else other than the alien aggressor clapping her cheeks hard enough to make them bounce, to make her grind against her new friend, to make her grunt out into her pillows with each wrist-wrenching thrust... she envisions outfits. How this Elf must look when she isn't the captive of a tentacle hive. Elegant, surreal, a head-turner no matter where she goes...
<span style="color:#3DFF61">"You're doing so good, baby! Sssh-- hrmm, no, you don't have to shush, you can let it out. Such a brave girl..."</span>
... And so kind, even now, even pinned beneath the weight of an armoured Synthetic and a monster bigger than the girl's combined mass. Mio's malfunctioning eyes cast a pink glare against pale skin. She scrunches them shut and writhes and twists her head to peer up at the Elf, only daring to open her eyes slightly so as not to blind her, each thrust making them flare like torchlight.
The out-of-focus arm glancing the side of her head, the hand upon her helmet, stroking through her 'hair'. The adoring smile, worth more than the rubies those lips share tone with, or that twinkle in studs on the woman's right knife-swept ear.
<span style="color:#3DFF61">"It's ok. You tried so hard for me. Maybe it's the mind-altering properties of X03 F-m EP's saliva speaking, but, like, I think I love you, so let it go, ok? I wanna see what your cute face looks like when you cum~."</span>
Mio blinks. For a moment she sounded like a genius, then back to a slightly valley-tinged thoughtless trawl. Tone is barely registered beneath the words themselves, though. Compliments. Love. A request disguised as advice... Mio shudders. Whether because asked or simply coincidental, she clenches inwardly and outwards, trembles against the Elf's caress as she lets out a distorted, glitching wail.
The Fum snarls with approval, skin-aching spittle spraying across her bare back, her orgasmic grasp around his throbbing length rewarded with an increase in the pace and power of his pounding hips. No chance to rest. Mio's cunt can only quiver in ignored need as his unevenly weighty balls slam and swing against it in what's swiftly becoming a prone-bone press, each thrust making her rock against the Elf, flesh upon flesh smacking, lurching, jiggling.
Just because she's cumming doesn't mean he's close. Not even remotely. No, this bastard's built to last.
<span style="color:#E5CEF3">"Bru--breaking meeeeEEee..."</span> Mio protests, gasping like a fish upon land. It'd be even worse if she needed to breathe. <span style="color:#E5CEF3">"Too bighg-- BIG. Gunna-- crash-- can't-- m-more hands? Please--"</span> Mio pleads and then relaxes and collapses as more of that wonderful complacency magic is pumped into her by the Elf's massaging palms, who coos and whispers and comfortingly blows kisses from above.
Magic. Fucking magic. Lawbreaking, rule-smashing magic. Doesn't even make any damn sense, but here she is, stuck in the middle of one spell determined to ruin her, and one keeping her just barely suspended above the abyss.
<span style="color:#3DFF61">"Sssh, more magic! Ok. I can do that, hihihi... Um, my name's Selene! Let's get to know one another. We might be here a while, y'know?"</span>
<span style="color:#E5CEF3">"Muh... MiooooOooo--"</span>
<span style="color:#3DFF61">"Oh, my gosh! You're SUCH a ‘Mio’! My brave little Mio~. Sssh, relax, relaaax, more magic for my Mio, just hold on and enjoy yourself~..."</span>
Malicious? In league with the brute? Too far gone to know better? Genuine? It doesn't matter. Mio all but melts into Selene's arms as her head is filled with blurred, soft-edged bliss, the jackhammer blows stretching her oversensitive ass wide no less present, but far more tolerable. Squeeze, clench, and clamp. Keep him happy. Keep him happy so he doesn't get bored and interrupt them, so Selene can keep smiling down at her, asking her inane, silly questions and showering her with praise that drowns out the otherwise thunderous <b>-THWAP- -SMAKK- -THWACK-</b> of his rubbery hide smashing into her pert rear without cease.
That becomes Mio's world for longer than she can recall or comprehend, at the time or looking back. Getting assfucked by a brute nearly triple her size, who increasingly devolves from squatting over to all but lying atop of them. Being comforted and kept upon the brink, but not pushed away from it, by the woman she tries to save. Little kisses, comforting squeezes, singsong carefree words and that heady, drug-like magic...
The end comes suddenly, or perhaps she simply drifted off, too overwhelmed by it all. Either way, the hand strong enough to crush her helmet like a soda can grips her head and shoves her forward into Selene's surprised, gasping visage, and then her emerald eyes lid heavily, her luscious lips smile warmly, and Mio's willfully part before they meet and mingle and twist and kiss. It helps the Synthetic shut up as the Fum remains buried balls deep inside of her, his overladen nuts dragging up against her still-ignored pussy with each terrible shotgun blast of monster jizz.
Mio shudders, eyes no longer flashing - now they're just stuck on maximum brightness, like two spotlights blaring in Selene's face. The addled Elf barely registers them, too busy giggling into their kiss... until she gags and her cheeks billow for a moment as Mio's limits are reached - roughly around the 6th massive gout of jizz pumped inside her backside.
That seed sprays from between their lips, Mio too busy shuddering in braindead climax to have announced it. Selene swallows noisily and just holds on tight as the excess cascades onto her tits from Mio's parted lips, her expression a perfect mirror of her well-ruined mind. It's only when the Fum stops his infernal
fucking to seethe and snarl and milk out the last few drops - each vestige worth a regular man's entire output - that the Android partially reboots, eyes dimming and blinking, hanging limply from the grip tight around her head - one finger over her right eye and blocking it closed, other hazily locked onto Selene and her dreamy smile.
Then the Fum rears back, pulls out, ignores the impressive, arcing spray of spunk from Mio's well-fucked ass... and lines up against her lust-slick cunt, the Synthetic mewling in feeble anticipation.
<span style="color:#3DFF61">"Yaaah... I don't think he's gunna let us go. But that's ok! Sssh, it's ok! I mean, you came to try and rescue me, right? So, like, someone will come along and rescue us soon! Totes."
"Right? Right. Totally~."</span>
<<linkreplace "Contact lost with MERCANOID Unit M10.">><span style="color:#3DFF61">"Yaah!... aaaany secon' now..."</span> Selene slurs, unable to reel her slathering tongue back past her lips to clear her speech, delighting whenever it slips around the grotesque, monstrous prick before her to graze, however fleetingly, against Mio's as it dances the same dance.
<span style="color:#E5CEF3">"Totally!... Any second... then we can stop doing... t-this..."</span> Mio concurs with a slight nod, but not strong enough to interrupt her tongue-bathing task. Can't stop. But she still makes the minuscule risk of tilting her head for a better slurping angle so she can catch glimpses of Selene from the other side of the throbbing spire before them, glistening with layers of one another's spit.
<b>-SMACK!-</b> Well, two smacks, ringing out in almost perfect unison, followed by two petite, exhausted gasps. The Fum's malformed hands swing in from either side to grab a fistful of ass, one synthetic, one Fae, both wonderfully palm-filling. Possessively tugging them both closer, as if the pair could get any closer than they are now - heavy, weighty tits bolstered with magic mashed up against and around one another at the base of his shaft for constant pressure, glistening with the sloppy excess that drips from their talented tongues. Hands encased behind their backs with organic armbinders, squirming shapeless lumps of hive-flesh, denying them their touch, ensuring it can only come from actions that, in turn, pleasure him.
Around the lab, a dozen bloated bellies swaying and bulging with the spawn within them quickening, pushing, eager. The two favourites of the Fum are no different, swollen stomachs grinding against the brute's chunky legs as he lounges in his throne of flesh, the hive beneath their knees a comforting padding and an unbreakable shackle all at once. It means they lean more against him, put more grinding, milking effort into their dual-titfucking and their unsubtle 'accidental' kisses... and it allows him to feel his prime spawn as they grow and prepare for the trials to come, felt through the taut skin of his pet's pregnant bodies.
<span style="color:#3DFF61">"Yuh! Buhhht... in the meantiiiime..."</span> Selene giggles happily, her deep emerald eyes flashing a sickly moon-yellow as the Fum's hand upon her rear glows with the same light for a moment, topping up her dose. The same happens to Mio a moment later, before he busies himself with working a prick-thick thumb into either vulnerable, welcoming asshole, delaying the Synthetic warrior's response for a moment as she groans.
<span style="color:#E5CEF3">"Y-yeah! In the meantime... Let's... yeah~..."</span> Mio thoughtlessly parrots, planting a thick, full-lipped kiss upon the sensitive pillar before her, gasping as a thick gout of that glob-thick spunk drools down to smear them both, like the after-bursts of a volcano. Just about as hot on their oversensitive skin, too. Obediently, they shift in close to lap it up, shivering at the obscene taste... and at the many spunk-swapping kisses they get to steal from one another in doing so.
It's fine. Soon the Cleaners will come, and this will all be over for them...
The Fum's uneven lips peel back in a blunt-toothed, malicious grin. It's fine. Soon the Cleaners will come, and his army will be born and ready to make them family, too.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: M-Rating.
</div>
<hrt><hr></hrt>
The M-Rating is Terran parlance used to measure how near or far an individual In/Vari traces their ancestry to Monsters. A higher number means a closer ancestry, and, as a result, a more monstrous form.
<br><br>
The scale of 1-3 is as thus, using Lizards as an example.
<br><br>
M1 In/Vari, or Demi, are the most populous and heavily resemble the Precursor race of Terra. Upon this Precursor 'base' will be aspects of their monstrous heritage - using our example, an M1 Lizard might possess light scale patterns around the terminus of their limbs and sides of body, sharper claws, longer, forked tongue, reptilian eyes and potentially horns and/or a tail.
<br><br>
M2 In/Vari, or Monsterkin, are less common but plentiful enough. Their monstrous influences are increased - an M2 Lizard may have entire limbs cloaked in scales, or even their entire bodies, up to and including the face either partially or fully covered. Hands and feet become more animalistic - three-fingered and well-clawed, or with reverse-facing dewclaws upon either foot's heel. Some may even have their entire lower bodies replaced with alternative locomotion - the long body of a snake, for example.
<br><br>
M3 In/Vari, or Monsterform, more closely resemble their beastial influence than they do their Precursors. By this point they possess animalistic heads - snout, muzzle, etc - albeit capable of speech, should they feel so inclined. Intelligence is a mixed bag, sometimes hampered by much higher instinct drives - but this is not a general rule. M3 also tend to be much bigger than lower M-rated individuals - the Lizardmen of the Terran island 'Mizer's Grave' easily tower over almost all others.
<br><br>
General speaking, the M-Rating is nothing more than a rough classification. It is further confused by the presence of randomized mutations, such as unorthodox skintones or chimeric crossbreeding.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio halts for a moment, noticing that a lot of the hive-flesh here is creeping up out of the ground from a broken floor tile. This infestation is rooted deep. The kiosk window to the west for the security office is covered in slime... from the inside. A corridor stretches northwards.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Corridor A 7-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Annex A 2-1">>
<<set $tile_right to "Annex A 1-2">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio tries her best to avoid standing in the hive-flesh. It seems to favour creeping along the walls, whereupon it drips down, like slow-growing moss. Just... fleshy. A corridor stretches northwards.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Corridor A 7-2">>
<<set $tile_left to "Annex A 1-1">>
<<set $tile_down to "Annex A 2-2">>
<<set $tile_right to "Annex A 1-3">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Squelch. The floor is uneven, bumpy, and obscenely organic in this spot. Mio treads carefully, so as to avoid putting a foot wrong through any missing floor tiles... A corridor stretches northwards.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Corridor A 7-3">>
<<set $tile_left to "Annex A 1-2">>
<<set $tile_down to "Annex A 2-3">>
<<set $tile_right to "no">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door is clearly marked 'Security'. Mio's granted security clearance is quickly picked up by the door, which slides open as she draws near. Unfortunately, the hive has visibly crept in beneath her feet.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Annex A 1-1">>
<<set $tile_left to "Security Office 1-2">>
<<set $tile_down to "Annex A 3-1">>
<<set $tile_right to "Annex A 2-2">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The center of the room is right beneath the main light of the module, as one might expect. It glares down like a sun, reflecting harshly wherever the ground is slick with unknown slime.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex A 1-2">>
<<set $tile_left to "Annex A 2-1">>
<<set $tile_down to "Annex A 3-2">>
<<set $tile_right to "Annex A 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door is stuck open thanks to a subtle ring of hive-flesh through the mechanism, but the signage is clear - to the east lies the docking reception for the shuttle service the employees of this facility use. It looks messy in there.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Annex A 1-3">>
<<set $tile_left to "Annex A 2-2">>
<<set $tile_down to "Annex A 3-3">>
<<set $tile_right to "Docking Administration 2-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- One of the floor tiles has been pried loose from the ground, though Mio cannot tell if it was pulled from above, or pushed out from below. Whatever did it isn't here now.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex A 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex A 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Annex_A_Desc to "This is the landing annex for the facility, as evident by the numerous display screens bearing visitor and employee advice set up upon the walls. White. White lights, white walls, with a slight shine to them that obscures the evenly-placed riveted seams between panels - a clinical but futuristic aesthetic marred by the occasional splash of purple gunk. Mechanical doors are set centrally against each wall save for the north. <br><br>The screens above the eastern exit signify it as the entryway to the dock, laden with guidelines to those arriving and leaving... from what one can make out behind the layers of slime coating them, that is. To the west lies what is clearly a security office, both by signage and by the secure booth window set just north of the bulkier security door. The screen has taken an even greater splattering of slime, and other details such as damaged floor panels, still-smoking blaster impact spots and higher-reaching slime splatters paint a story of a struggle missed.<br><br>To the north, the Annex gives way to a corridor from which pours violet vapours, hanging heavily in the air as they creep along the ground at knee level. To the south, the storage module that Mio breached beckons, offering sanctuary. Despite the signs of struggle in almost every direction, now there's nothing but unnerving quietness broken only by irregular drips, distant slithering, and haunting, broken advertisment jingles.">><<set $main_desc to $Annex_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door to the storage-module-turned-safe-room seems ever so inviting, especially contrasted against the eerie scars of a one-sided battle littered about the deserted annex.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Annex A 2-2">>
<<set $tile_left to "Annex A 3-1">>
<<set $tile_down to "Storage Module 1-2">>
<<set $tile_right to "Annex A 3-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- This corner seems to have been spared from both damage and mess, but it's only a matter of time until the hive creeps in to claim it...@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex A 2-3">>
<<set $tile_left to "Annex A 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Security_Office_Desc to "The security office, bastion of this facility's guardians. Or, it was. While the entrance is relatively clean of infestation, mere steps away it lies thick and heavy upon the walls and floor. It stems from the entrance into the armoury, where the heavy-duty weaponry is stored. In addition, it curls around the bend of the room to the northwest, the window into the liason-booth revealing that a struggle took place within: splattered slime, darkened scorch marks... but now, a complete absence of monster or officer.<br><br>The size of this security office and its rather spartan decor helps to paint a picture of how this outbreak grew so far out of hand. There's nothing here but a small chair, a desk affixed to it, and some slime-splattered safety posters on the south walls.">>
<<set $main_desc to $Security_Office_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door to the landing annex lies to the east. While this portion of the cramped office is relatively clean, it swiftly descends into a purple hell to the west. Set just to the side of the doorway is a small chair, with an equally small desk recessed into the wall. Above the recess is a poster with insipid, bland corporate style - all basic shapes and soft colour contrast, informing the reader to be vigilant for strange packages.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 2>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_SECURITY_OFFICE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_terminal>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MS_M4X_Quest is 4>>
<<set $map_2_marker to $marker_terminal>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Calibrations_My_Dear is 3>>
<<set $map_3_marker to $marker_terminal>>
<<set $marker3_icon_right to 84>>
<<set $marker3_icon_top to 138>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Jii_Case lte 2>>
<<set $map_4_marker to $marker_chest>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $map_5_marker to $marker_lock>>
<<set $marker5_icon_right to 108>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<elseif $MS_Jii_Case gte 3 and $DEFF_Ray_Picked isnot 1>>
<<set $map_4_marker to $marker_gun>>
<<set $map_5_marker to $icon_marker_blank_24>>
<<else>>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $map_5_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_6_marker to $marker_message>>
<<set $marker6_icon_right to 132>>
<<set $marker6_icon_top to 186>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "Security Office 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex A 2-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Security_Office_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- What a mess. The spreading hive squashes unpleasantly under Mio's armoured boots, spreading north and originating west, the armour chamber beyond looking concerningly lively. Maybe it's a good thing her breaching pod missed the mark, after all? A poster on the wall here is too splattered with slime and the creeping meat to discern anything from it.@@<hrt><hr></hrt>
Someone was writing with ink and paper here, on a clipboard. The last word is interrupted by the pen being dragged off the page. <<link "Read it.">>
<<dialog>>
<i><b>Security Officer Wendel - Firearms on Base:</b>
<br><br>
I'm not unreasonable, right? Obviously we want our guests to feel safe and secure here, but if you're going to show up without registering your gun in advance - especially a gun like <u>that</u> - then you shouldn't act surprised when we confiscate it off you until you leave. Every single person on this base, employee or guest, has the option of registering a weapon or weapons to have them verified by Security: if they pass inspection, they can keep them, so long as they're collapsible or concealable. She got the same contract as everyone else who visits us.
<br><br>
Oh well. Not like she's going to be here long. Security's got all the guns needed to keep this place safe anyway, I don't know what she's worried about. Kinda sucks to see her persona isn't, well, a persona - she really is just that much a bi-/-/---</i>
<br><br>
- That's all they wrote.
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_SECURITY_OFFICE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_terminal>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MS_M4X_Quest is 4>>
<<set $map_2_marker to $marker_terminal>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Calibrations_My_Dear is 3>>
<<set $map_3_marker to $marker_terminal>>
<<set $marker3_icon_right to 84>>
<<set $marker3_icon_top to 138>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Jii_Case lte 2>>
<<set $map_4_marker to $marker_chest>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $map_5_marker to $marker_lock>>
<<set $marker5_icon_right to 108>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<elseif $MS_Jii_Case gte 3 and $DEFF_Ray_Picked isnot 1>>
<<set $map_4_marker to $marker_gun>>
<<set $map_5_marker to $icon_marker_blank_24>>
<<else>>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $map_5_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_6_marker to $marker_message>>
<<set $marker6_icon_right to 132>>
<<set $marker6_icon_top to 186>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<set $tile_up to "Security Office 2-1">>
<<set $tile_left to "Armoury 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Security Office 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The growth of the hive has piled up considerably in this little corner, making its navigation somewhat difficult. The growth is roughly person-sized... Mio gives it a little nudge with her boot, but it compresses with remarkable elasticity. It's some sort of air bubble, or... bladder. Charming. The door to the booth to the east lies jammed open. On the nothern wall lies an open ventilation duct, utterly drenched in slime.
<hrt><hr></hrt>
<<if $MS_Jii_Case is 0>>
Sticking out of the hive growth is something odd: metallic and sleek, a shiny purple in composition. It seems to be a canister or storage case of some kind, around two foot in height. Closer examination reveals that there's a storage cubby on this wall, but it's been completely overgrown... save for this odd box. There's what looks like a connection point for an electronic key next to the hatch of it - a little black indent amongst the purple. Mio can't help but wonder what's inside it, given how out of place it is.
<<set $MS_Jii_Case_Found to 1>>
<<elseif $MS_Jii_Case is 1>>
Sticking out of the hive growth is something odd: metallic and sleek, a shiny purple in composition. It seems to be a canister or storage case of some kind, around two foot in height, just about jutting from the pulsing flesh that's subsumed this wall. It's Jii'Kii's secure storage box, of course. The connection point for its electronic key sits on the corner of the hatch, a little black indent amongst the purple that mocks Mio in its refusal to open.
<<elseif $MS_Jii_Case is 2>>
Sticking out of the hive growth is something odd: metallic and sleek, a shiny purple in composition. It seems to be a canister or storage case of some kind, around two foot in height, just about jutting from the pulsing flesh that's subsumed this wall. It's Jii'Kii's secure storage box, of course. The connection point for its electronic key sits on the corner of the hatch, unaware that Mio has the key for it in her possession! Its smug refusal to open is about to come to an end! <<link "Open the Sneerz Storage Box." "Security Office 2-1">><<set $en to $en + 2>><<set $MS_Jii_Case to 3>><<set $map_4_marker to $marker_gun>><<set $map_5_marker to $icon_marker_blank_24>>
<<dialog>>
Mio lowers the round key-stub to the slot, which slightly magnetizes to drag the key home. It fits perfectly into the indent - so perfectly that the metal of the stub meshes without a visible seam into its surroundings, even to Mio's enhanced eyes! Sneerz... such show-offs. With a soft whir, the hatch primes and opens!
<br><br>
There's just one thing inside, contained snug in fitted foam. A genuine, antique Sneerz DEFF Ray!
<br><br>
<b>'Zip Zap Contraband'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<</dialog>>
<</link>>
<<elseif $MS_Jii_Case is 3>>
Jii'Kii's storage case lies open before Mio, still stuck deeply embedded in hive flesh.
<<if $DEFF_Ray_Picked isnot 1>>
Sat within the storage box is a well-cared for Sneerz DEFF Ray, sitting snug in fitted foam for safekeeping. It looks like it's still in firing condition!
<br><br>[img[$DEFF_Ray_Icon]] <<link "Pick it up?" "Security Office 2-1">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $DEFF_Ray_Picked to 1>>
<<set $en to $en + 2>>
<<include "Sneerz DEFF Ray Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<<else>>
The fitted foam that once contained Jii'Kii's DEFF Ray now lies empty and lonely.
<</if>>
<</if>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Security Office 1-1">>
<<set $tile_right to "Security Office 2-2">>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The security booth consists of a small desk, a storage locker containing 4 small mag-locked drawers under it, a broken mono-legged stool, and the window looking out to the docking annex. It's utterly drenched with slime, disturbed occasionally by scrapes and breaks in the otherwise smooth pools. A puddle of muck in the center of the room is marred by a long smear to the west. Evidently, whoever lost got dragged off...
<hrt><hr></hrt>
Of the terminals active in this booth, one clearly shows a view of this very room! Mio wonders if it caught what happened. <<link "(SCENE) Check the security recordings." "Security Office 2-2">>
<<set $en to $en + 1>>
<<dialog>>
<<include "Bonus Scene Patricia">>
<</dialog>>
<</link>>
<<if $MS_M4X_Quest is 4>>
<br><br>
Mio should be able to upload the credentials and auth codes that iRIS has requested. <<link "This terminal ought to do..." "iRIS Quest Security">><</link>>
<</if>>
<<if $MS_Calibrations_My_Dear is 3>>
<br><br>The security terminals here are intact and active. While Mio is locked out of anything useful, she can still input the code Ervina supplied her with... <<link "Input the code." "Security Office 2-2">><<set $MS_Calibrations_My_Dear to 4>><<dialog>>Mio bends over slightly to reach the desk, fingers gliding over a projected pad to input the exhaustingly long code. Quickly finding that the heat-sensitive pad is not agreeing with her metal fingers, the Android rolls her eyes and reaches into her right wrist port, pulling out an adjustable-tipped connection cable instead and interfacing directly. Ding! Done in less than a second.
<br><br>
She should head back to Ervina. Mio turns to do just that-- and staggers backwards, still connected to the terminal by her stubborn cable. Ahem... it happens to the best of us.
<br><br>
<span style="color:#D891EB">"Oooooh, I can't wait! but-- um, be careful on the way back, obviously!"</span>
<</dialog>><</link>>
<</if>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map_1_marker to $marker_terminal>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MS_M4X_Quest is 4>>
<<set $map_2_marker to $marker_terminal>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Calibrations_My_Dear is 3>>
<<set $map_3_marker to $marker_terminal>>
<<set $marker3_icon_right to 84>>
<<set $marker3_icon_top to 138>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Security Office 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>><<nobr>><<set $Armoury_Desc to "This small, reinforced storage room is what passes for an armoury around here. It was supposed to be Mio's infiltration point, given that it contains a number of weapons that could prove useful. However, given the severity of the infestation within this cramped, humid chamber, it might be for the best that her pod miscalculated... especially given that the armoury itself is secured with a potent atmospheric seal door, visibly engulfed and subsumed by the infestation, small sensory tendrils wiggling from the mechanism to investigate Mio by rudimentary sight, smell, and changes in air pressure.">>
<<set $main_desc to $Armoury_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Humid. Oppressive. It's like standing in a malfunctioning butcher's freezer... except a lot more purple, and utterly saturated with perverse, lustful scents - which, in this comparison, may be an improvement. See? If you're in a horrible situation, just imagine a much worse one - bet you feel selfish now, eh? <<if $MS_Armoury_Open is 1>>The armoury door lies open, the treasure trove of hi-tech violence within beckoning a sweet siren song.<<else>>The door to the actual armoury chamber is jammed shut by writhing tentacle growth.@@<</if>><hrt><hr></hrt>
<<if ndef $Shredder_Rifle>>
Whilst the low-security side of the armour has been picked clean of most of its weapons - no doubt in the scrambled response by the facility's security staff - there lies one chunky-looking rifle stowed in an unlocked rack, a splatter of violet indicating that someone tried to grab it before getting dragged off... and failed.
<br><br>[img[$Shredder_Rifle_Icon]] <<link "Pick it up?" "Armoury 1-1">>
<<set $Shredder_Rifle to 1>>
<<set $en to $en + 2>>
<<set $map_9_marker to $icon_marker_blank_24>>
<<include "Shredder Rifle Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>><br><br>
<<else>>
The rack that was once occupied by Mio's 'borrowed' Shredder Rifle now lies empty, save for a single, thin tentacle that's creeped into it from the side.<hrt><hr></hrt>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<hrt><hr></hrt>
<<if visited() is 1>>
<<set $en to $en + 3>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_THE_ARMOURY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $icon_locked_door_north>>
<<set $marker1_icon_right to 108>>
<<set $marker1_icon_top to 116>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Security Office 1-1">>
<<if $MS_Armoury_Open is 1>>
<<set $tile_up to "Armoury 2-1">>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Armoury_Examined is 0>>
<<link "Examine the stuck door" "Armoury 1-1">>
<<dialog>>
<span style="color:#E5CEF3">"Ugh."</span> Mio grimaces as she casts a critical eye across the tentacles and humid flesh draped across the automatic door to the Armoury. Though her codes are valid, the one visible status indicator light - the other 3 in the square pattern are obscured by hive flesh - blinks red in a triple strobing pattern, indicating blockage preventing the doors from opening. <span style="color:#E5CEF3">"B4B3, check if there's an override on the safety mechanisms."</span>
<br><br>
<span style="color:#D891EB">"Already done. Afraid not, Miss Mio! This is the most secure door in the whole facility, an override would defeat the whole point! Uh... but I'm sure you already knew that."</span> B4B3 chimes in cheerfully, faltering only when the grimace on Mio's face intensifies for a moment.
<br><br>
<span style="color:#E5CEF3">"... I had an inkling, yes. Going to need some other way of getting inside..."</span> she sighs, giving the door another look before she straightens back up, not comfortable having her face so close to something so... <i>writhing.</i>
<br><br>
<<set $MS_Armoury_Examined to 1>>
<<set $MS_Armoury_Quest to 2>>
<<if $MS_Acid_Obtained is 1>>
<<set $MS_Armoury_Quest to 3>>
Come to think of it... wouldn't this be a perfect place to deploy that <b>Territorial Acid?</b>
<br><br>
<</if>>
<<link "Back">><<dialogclose>><</link>>
<</dialog>>
<</link>>
<</if>>
<<if $MS_Armoury_Examined is 1 and $MS_Armoury_Open is 0>>
<<if $Player_skill_lift_actual gte 5>>
<<link "(LIFT $Player_skill_lift_actual/5) Rip the doors open, at risk of the tentacles upon them." "Armoury 1-1">>
<<dialog>>
<span style="color:#E5CEF3">"Alright. You asked for it, door..."</span> Mio smirks, rolling her shoulders, the tight, bundled cable-textured synth-musclature bundling and relaxing with the motions. Advancing towards the door, she places her hands upon either side of the slender seam where the two mighty slabs of metal meet, carefully working what little of her fingers she can into the crack. The hive flesh throbs in response to the presence of a warm body nearby, and the tentacles draping from the metal frame like invasive vines begin to creep towards her wrists. With the heels of her palms flat against the door, she begins to half push, half pull, placing pressure against the doors to create friction for lack of good handholds.
<br><br>
<span style="color:#E5CEF3">"Grnngh..."</span> she grumbles - out of a strange force of habit, an imitation of the strained exhaling an organic might do when faced with such labour. Her arms shake as she approaches the most dangerous stage - working the tips of her fingers into the gradually opening crevice created by her exertion. As the tentacles wrap around her wrists once, twice!... success! Now with a proper grip, she relaxes her push and instead begins to force the doors open, wedging one foot into the gap to add the strength of a mighty mechanical leg, bracing the other against the ground and locking it in place.
<br><br>
<span style="color:#E5CEF3">"See ya."</span> she mutters down at the tentacles attempting to bind her arms, an almost savage grin crossing her face as her horn jettisons an excess pulse of recycled energy when the door suddenly gives way, sparks violet and golden showering from Mio and the ruined metal respectively. A sickening squelch accompanies a muffled, inhuman shriek, both drowned out by the synthetic's great yell of triumph as the door slides open and buckles, gouging itself into the frame, locked open. Exhaling, Mio stands back and raises her arms, heat visibly distorting the air above her shoulders for a moment... two limp tentacles torn a couple of feet down their length hanging from her wrists. She shakes them off and places a hand on the ruined doorframe, peering inside with the other hand on her hip.
<br><br>
<b>The Armoury is now accessible!</b>
<br><br>
<b>'The Keys to the Armoury'</b> complete! <b>Mio</b> has gained <b>75 exp!</b>
<<set $Player_exp to $Player_exp + 75>><<include "Adjust All Bars">>
<<if $MS_Armoury_Lift is 0>>
<<set $MS_Armoury_Lift to 1>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Lift.</b> Gained <b>50% Progress towards a Lift point (<<= $Player_skill_lift_progress>>% total).</b>
<<if $Player_skill_lift_progress gte 100>>
<b>Gained a point in Lift! Progress reset.</b>
<</if>>
<</if>>
<</dialog>>
<<set $MS_Armoury_Open to 1>>
<<set $MS_Armoury_Quest to 4>>
<</link>>
<<else>>
<<link "(LIFT $Player_skill_lift_actual/5) Rip the doors open, at risk of the tentacles upon them." "Armoury 1-1">>
<<dialog>>
<span style="color:#E5CEF3">"Alright. You asked for it, door..."</span> Mio smirks, rolling her shoulders, the tight, bundled cable-textured synthmusclature bundling and relaxing with the motions. Advancing towards the door, she places her hands upon either side of the slender seam where the two mighty slabs of metal meet, carefully working what little of her fingers she can into the crack. The hive flesh throbs in response to the presence of a warm body nearby, and the tentacles draping from the metal frame like invasive vines begin to creep towards her wrists. With the heels of her palms flat against the door, she begins to half push, half pull, placing pressure against the doors to create friction for lack of good handholds.
<br><br>
<span style="color:#E5CEF3">"Gngh?"</span> she grumbles - out of a strange force of habit, an imitation of the strained exhaling an organic might do when faced with such labour. Her arms shake as she tries to work her fingers further into the gap, but she can't pull it open far enough to make any meaningful progress. To make matters worse, the tentacles creeping out of the door's mechanisms wrap around her wrists once, twice!... and then tug! Mio lets out an <span style="color:#E5CEF3">'ugh!'</span> as her hands are pulled from the gap and her arms are sent splaying to either side, her cheek and chest squashed against the door as her limbs are pulled to their limits. She tenses and tries to pull away, but to no avail... and that's before two new tentacles emerge from below to coil around her thighs, just below the connection ports. Pulled similarly tight, Mio gasps when her armoured feet lift up off the ground, body now held entirely against the jammed door!
<br><br>
<span style="color:#E5CEF3">"Nrgh!-- damned slimy nuisance, let go!"</span> she growls, her horn glowing in the aftermath of her exertion, recycled energy venting as heat haze from her shoulders. The tentacles care not, however; Mio's eyes widen as she feels something compressing over the splayed-out fingers of her right hand, but she's stuck facing her left! Arching her back and ignoring a few stress-warnings flashing up in her field of view, she manages to turn her head - opposite cheek now the one squashed - only to soon wish she hadn't, now forced to witness the hive flesh beginning to spread across her hand!
<br><br>
She's thinking fast, but it's a difficult task when distracted by yet more tentacles pouring from every crevice of the doorframe to entangle her further, some going beyond mere restraint to instead curve around her torso, paying particular, well-trained attention to her hips, lifting and supporting her asscheeks, and, of course, constricting tightly around her chest. One particularly daring one nudges her cheek - the one not tightly smooshed against metal - as it blindly prods around for her lips, eager to slip inside and leaving slimy dots of excitement upon her synthetic skin.
<br><br>
<span style="color:#F33898"><b>Lost 25 Focus!</b></span>
<br><br>
Grimacing in disgust, Mio pulls backwards with all her might - it wasn't enough for the door, but it might be enough for this organic wretch. With the excess recyc power stored in her horn, she shunts it back into her body for a quick burst of additional strength; the tentacles quiver and strain to hold on, but quickly decide to abandon their new plaything in favour of being pulled apart, retreating back into their metal fortress. Mio staggers back with a graceless landing upon the slime-soaked ground, just about keeping her balance as she vigorously shakes her hand clean of the creeping flesh that had begun to engulf it.
<br><br>
<span style="color:#E5CEF3">"... Not one word, B4B3."</span> she scowls, strands of sticky goop still glistening between her fingers, forcing her to dirty the other hand to give it some semblence of cleaning. B4B3, for her part, wisely stays silent as Mio looks down at herself, the Synth realizing that she's coated in the slime from head to toe, let alone just on her hands!... it's staying irritatingly warm. Or is that her synthskin flushing?
<br><br>
<<if $MS_Armoury_Lift is 0>>
<<set $MS_Armoury_Lift to 1>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Lift.</b> Gained <b>50% Progress towards a Lift point (<<= $Player_skill_lift_progress>>% total).</b>
<<if $Player_skill_lift_progress gte 100>>
<b>Gained a point in Lift! Progress reset.</b>
<</if>>
<</if>>
<</dialog>>
<<set $Player_focus to Math.clamp ($Player_focus - 25, 1, $Player_focus_max)>>
<</link>>
<</if>>
<br>
<<if $MS_Acid_Obtained gte 1>>
[img[$Territorial_Acid_Icon]] <<link "(ITEM) Use a dose of Territorial Acid to melt the obstruction." "Armoury 1-1">>
<<dialog>>
Mio pulls out the secure little canister of extracted TMTA 03 - Territorial Acid. After briefly checking the sparse labelling used by the science team, she shrugs, twists the secure cap off - having to compress it down first, akin to a pill bottle - and then points it away from herself as she pops it open. A single plitter of the stuff lands at her feet, causing a little sizzling noise and a faint squeal as it creates a gap in the slime... well, if a drop is that effective, then this should clear the door right up.
<br><br>
Mio takes a step back - careful, so as not to slip in the corrupted muck beneath her feet - and lobs the canister. It's a tad reckless, but this stuff should only affect tentacle monster flesh... and as it splashes against the door, seeping into the weatherproofed mechanisms, the theory is at least partially proven: it's VERY effective against tentacle flesh. Black, acrid smog pours from the door as a many-layered howl erupts from it, causing Mio's vision to shake from the intense frequency rattling her components! She shuts her eyes tightly in response, and when she once again opens them she finds the door completely purged of its corruption.
<br><br>
How's that for skincare?
<br><br>
<b>The Armoury is now accessible!</b>
<br><br>
<b>'The Keys to the Armoury'</b> complete! <b>Mio</b> has gained <b>75 exp!</b>
<<set $Player_exp to $Player_exp + 75>><<include "Adjust All Bars">>
<<set $MS_Armoury_Quest to 4>>
<<set $MS_Armoury_Open to 1>>
<<set $MS_Armoury_Quest to 4>>
<</dialog>>
<</link>>
<<else>>
<s>(ITEM)</s> Perhaps something in the facility could help deal with this?
<</if>>
<</if>>
<<if ndef $Shredder_Rifle>>
<<set $map_9_marker to $marker_gun>>
<<set $marker9_icon_right to 132>>
<<set $marker9_icon_top to 186>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_9_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Armoury_Quest gte 4>>
<<set $map_8_marker to $marker_combat>>
<<set $marker8_icon_right to 120>>
<<set $marker8_icon_top to 126>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">>
<<else>>
<<if $MERCANOID_Torch is 1>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio doesn't celebrate her 'birthday' - she isn't sure if she should go from her date of first successful boot, or try to pin down an exact date for when she became self-aware. But, if she did, she'd feel like every single one of them - past, present and future - had come at once just from standing in this room. Two of the lockers are filled with generic weapons suitable for discharging within an atmospherically-sealed facility, but the prototype <<if $MERCANOID_Torch isnot 1>><<else>>that was <</if>>mounted on the far wall is what really <<if $MERCANOID_Torch isnot 1>>catches<<else>>caught<</if>> her eye...@@<hrt><hr></hrt>
<<if $MERCANOID_Torch isnot 1>>
Lying floating within a sterile suspension chamber is a massive club made of metal, almost as tall as Mio herself. It slowly rotates in the chamber's field, bathed in a soft blue light. This must be the prototype she was authorized to use... oh, how it calls to her.
<br><br>[img[$Torch_Kanabo_Icon]] <<link "Pick it up?" "Armoury 2-1">>
<<set $MERCANOID_Torch to 1>>
<<set $map_8_marker to $icon_marker_blank_24>>
<<set $en to $en + 1>>
<<include "Torch Kanabo Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<<else>>
The suspension chamber lies empty, humming softly, still active despite the lack of anything to suspend.
<hrt><hr></hrt><</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Armoury 1-1">>
<<set $tile_right to "no">>
<<if $MERCANOID_Torch is 1>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $icon_marker_blank_24 to "https://i.imgur.com/5tFzfTt.png">>
<<set $icon_marker_blank_48 to "https://i.imgur.com/GnU9sGU.png">>
<<set $icon_locked_door_north to "https://i.imgur.com/wIUJUas.png">>
<<set $icon_checkpoint_a_lock to "https://i.imgur.com/SMbmrJv.png">>
<<set $icon_checkpoint_b_lock to "https://i.imgur.com/K0fhn15.png">>
<<set $hab_a1_lock to "https://i.imgur.com/CDvwnOX.png">>
<<set $hab_a2_lock to "https://i.imgur.com/4NC8fUV.png">>
<<set $hab_a3_lock to "https://i.imgur.com/9pOfSsx.png">>
<<set $hab_b1_lock to "https://i.imgur.com/oeJHG3v.png">>
<<set $hab_b2_lock to "https://i.imgur.com/iV7tZk6.png">>
<<set $hab_b3_lock to "https://i.imgur.com/9pOfSsx.png">>
<<set $monster_pens_lock to "https://i.imgur.com/ntcSira.png">>
<<set $monster_pens_lock_E to "https://i.imgur.com/aiJX5FT.png">>
<<set $corridor_b_lock to "https://i.imgur.com/TUzAuqO.png">>
<<set $engineering_annex_lock to "https://i.imgur.com/Mqlt4JU.png">>
<<set $storage_lock to "https://i.imgur.com/zV9r1p3.png">>
<<set $Player_Icon to "https://i.imgur.com/QTw5I5v.gif">>
<<set $Player_Icon_24 to "https://i.imgur.com/wUf0EHW.gif">>
<<set $MAP_PLACEHOLDER_24 to "https://i.imgur.com/JXxEWWg.png">>
<<set $MAP_PLACEHOLDER_48 to "https://i.imgur.com/h4WZkOh.png">>
<<set $MAP_MERCANOID_STORAGE_MODULE to "https://i.imgur.com/k8Mk8Mi.png">>
<<set $MAP_MERCANOID_ANNEX_A to "https://i.imgur.com/G3LLagK.png">>
<<set $MAP_MERCANOID_SECURITY_OFFICE to "https://i.imgur.com/XjmOOnh.png">>
<<set $MAP_MERCANOID_THE_ARMOURY to "https://i.imgur.com/lb6wbv6.png">>
<<set $MAP_MERCANOID_CORRIDOR_A to "https://i.imgur.com/eouvJey.png">>
<<set $MAP_MERCANOID_HAB_A to "https://i.imgur.com/t9FMoZM.png">>
<<set $MAP_MERCANOID_HAB_B to "https://i.imgur.com/wFu0xVk.png">>
<<set $MAP_MERCANOID_BREAK_ROOM to "https://i.imgur.com/imQgxlk.png">>
<<set $MAP_MERCANOID_CHECKPOINT_A to "https://i.imgur.com/IosW0uD.png">>
<<set $MAP_MERCANOID_DOCKING_ACCESS to "https://i.imgur.com/uLT5O48.png">>
<<set $MAP_MERCANOID_DOCKING_ADMINISTRATION to "https://i.imgur.com/g5XuL4J.png">>
<<set $MAP_MERCANOID_ANNEX_B to "https://i.imgur.com/peantGl.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY to "https://i.imgur.com/i9jjGQf.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_SUB to "https://i.imgur.com/fnOmOJf.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_TOP to "https://i.imgur.com/PEZXyl0.png">>
<<set $MAP_MERCANOID_BYPRODUCT_RESEARCH to "https://i.imgur.com/gFQc6Rq.png">>
<<set $MAP_MERCANOID_PRODUCT_DEVELOPMENT to "https://i.imgur.com/NpZOKDo.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_A to "https://i.imgur.com/FICH4tz.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_B to "https://i.imgur.com/WTAhNLY.png">>
<<set $MAP_MERCANOID_MONSTER_PENS to "https://i.imgur.com/Y1HMtXL.png">>
<<set $MAP_MERCANOID_CHECKPOINT_B to "https://i.imgur.com/tmNFiGp.png">>
<<set $MAP_MERCANOID_SENTIENT_RESOURCES to "https://i.imgur.com/gIZRUe8.png">>
<<set $MAP_MERCANOID_CORRIDOR_B to "https://i.imgur.com/PS5nmk1.png">>
<<set $MAP_MERCANOID_ENGINEERING to "https://i.imgur.com/KCW7i02.png">>
<<set $MAP_MERCANOID_OBSERVATION_ACCESS to "https://i.imgur.com/koudBFT.png">>
<<set $MAP_MERCANOID_OBSERVATION_DECK to "https://i.imgur.com/8xvUofu.png">>
<<set $MAP_MERCANOID_UNDERCROFT_ACCESS to "https://i.imgur.com/phjDOky.png">>
<<set $MAP_MERCANOID_UNDERCROFT to "https://i.imgur.com/d8dCvUQ.png">>
<<set $MAP_MERCANOID_THE_SLED to "https://i.imgur.com/SvDbzqL.png">>
<</nobr>><span style="color:#F33898"><b>Lost 25 Focus!</b></span>
<span style="color:#61EC68"><b>Success!</b></span>
<span style="color:#F65050"><b>Failure...</b></span>
B4B3 <span style="color:#D891EB">""</span>
Mio <span style="color:#E5CEF3">""</span>
Iziria <span style="color:#EE488A">""</span>
SAM-ii <span style="color:#F4CE30">""</span>
Jii'Kii <span style="color:#77EFBF">""</span>
Goo Doll Spokeswoman <span style="color:#FE84E5">""</span>
Slammia <span style="color:#FF3D76">""</span>
Travesty <span style="color:#FF923D">""</span>
Selene <span style="color:#3DFF61">""</span>
Isolde <span style="color:#FF6F37">""</span>
Blankenship <span style="color:#5DB8DE">""</span>
Generic Bad End R1 <span style="color:#50F6F0">""</span>
Generic Bad End R2 <span style="color:#50F6A2">""</span>
Dizz <span style="color:#3DE0E9">""</span>
Serenity Veil <span style="color:#C7FFD8">""</span>
M4X <span style="color:#efeae1">""</span>
iSIS <span style="color:#f4dcdc">""</span><<nobr>>
<<if $MERCANOID_CA_ENCOUNTER is 0>>
<<set $MERCANOID_CA_ENCOUNTER to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Corridor A Cutscene A">>
<<else>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- This patch of ground is almost completely unsullied by the infestation!... at first glance, that is. Upon glancing up, one can't help but notice stalactites of resin and slowly undulating sensory tentacles, incapable of grabbing Mio but highly interested in following her every movement. They're... almost cute.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 236>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 6-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Annex A 1-1">>
<<set $tile_right to "Corridor A 7-2">>
<<set $Shop to 0>><</if>>
<</nobr>><<nobr>>
<<if $MERCANOID_CA_ENCOUNTER is 0>>
<<set $MERCANOID_CA_ENCOUNTER to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Corridor A Cutscene A">>
<<else>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Hive-born slime pours freely from a destroyed tile in the ground here. The effect is strange, almost akin to watching footage played in reverse. Slight imperfections in the floor cause the runoff to spill westwards, where it congeals thickly.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 236>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 6-2">>
<<set $tile_left to "Corridor A 7-1">>
<<set $tile_down to "Annex A 1-2">>
<<set $tile_right to "Corridor A 7-3">>
<<set $Shop to 0>><</if>>
<</nobr>><<nobr>>
<<if $MERCANOID_CA_ENCOUNTER is 0>>
<<set $MERCANOID_CA_ENCOUNTER to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Corridor A Cutscene A">>
<<else>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The slime is awfully thick, here. Mio dares not stand still for long, lest her feet become cemented to the ground. Oddly enough, the purple muck seemingly refuses to pour any further to the east down an annex corridor... curious.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 236>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 6-3">>
<<set $tile_left to "Corridor A 7-2">>
<<set $tile_down to "Annex A 1-3">>
<<set $tile_right to "Docking Access 1-1">>
<<set $Shop to 0>><</if>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The relentless march of the hive's progress swerves off to the west, cloying around the jammed-open doorframe to HABITAT A.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 5-1">>
<<set $tile_left to "Hab-Block A 1-2">>
<<set $tile_down to "Corridor A 7-1">>
<<set $tile_right to "Corridor A 6-2">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The slime is piled high here. Mio almost loses her footing in the wretched stuff, feet sticking heavily with each step, thick strands linking her armoured sole to the deep footprints she leaves behind.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 5-2">>
<<set $tile_left to "Corridor A 6-1">>
<<set $tile_down to "Corridor A 7-2">>
<<set $tile_right to "Corridor A 6-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- A holo-projection poster is mounted on the wall here, spaced directly opposite the doorway to the west. It depicts a pale, blonde elf woman in nothing but a TentaCo™-branded apron, clutching a mixing bowl to her bountiful chest with one arm. Her other hand is occupied with grasping the end of a pink tentacle wrapped around her body gently, the head of which spurts a thick, white substance into a bowl she's holding. <i>Sweet Enough To Eat™! The TentaCo™ classic line, now in all-new flavours!</i><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 5-3">>
<<set $tile_left to "Corridor A 6-2">>
<<set $tile_down to "Corridor A 7-3">>
<<set $tile_right to "no">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- One of the holo-projection posters that provides the scarce light on offer in this corridor is mounted here. This one's been damaged by slime infiltration, tainting the projected image purple and distorting it... it seems to be advertizing <i>'TentaCool™'</i>, featuring a Sneerz woman - judging by the circuit-like markings that dance across her pastel-pale, bikini-clad body - lounging on a floating tentacle monster in a pool. <i>'Beat the Heat With Armorous Meat!'</i><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 4-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Corridor A 6-1">>
<<set $tile_right to "Corridor A 5-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- This patch of slime-covered ground is suspiciously similar to the patches of slime-covered ground to the immediate south. A quick analysis reveals, however, that it is 17% less sticky.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 4-2">>
<<set $tile_left to "Corridor A 5-1">>
<<set $tile_down to "Corridor A 6-2">>
<<set $tile_right to "Corridor A 5-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_B is 0>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. To the north, in the middle of the door, lies a keycard reader.<</if>><<if $MERCANOID_CHECKPOINT_B is 1>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. To the north, in the middle of the door, lies a keycard reader... and Mio just happens to have a valid keycard! <<link "Open Checkpoint B using the Level 2 Keycard." "Checkpoint B Cutscene">><</link>><</if>><<if $MERCANOID_CHECKPOINT_B is 2>>Security Checkpoint B lies to the immediate east, the imposing blast door that once barred Mio's way now recessed back into the floor. The hive-creep has begun to spread to fill the gap created by the door closing in the first place.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 4-3">>
<<set $tile_left to "Corridor A 5-2">>
<<set $tile_down to "Corridor A 6-3">>
<<set $tile_right to "Checkpoint B 3-1">>
<<if $MERCANOID_CHECKPOINT_B lte 1>>
<<set $tile_right to "no">>
<</if>>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The Break Room lies to the immediate west. There's a broken tile here, sludge pumping up from the infestation below. It piles up upon itself and then sloughs off westwards, almost reluctantly. Odd. Through the jammed-open door, Mio can see a massive bay window looking out onto the surface of VI-16. Immediately to her north is <<if $M_M4X_Met is 0>>a vending machine - old, well-worn, but surprisingly clean, with a monochrome case and a logo bearing a large, cartoonish raccoon.<<else>>M4X, the vending machine. She's still clean of infestation, and seems to be quietly humming to herself.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 3-1">>
<<set $tile_left to "Break Room 2-3">>
<<set $tile_down to "Corridor A 5-1">>
<<set $tile_right to "Corridor A 4-2">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<<set $Drop_Block to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- Standing right in the center of the corridor, it's easy to see how the hive's growth is influenced by a path of least resistance. The slightest imperfection in the tiles causes the slime that bubbles up from beneath them to run in one direction over another, leaving patches bare until the purple flesh encircles it and, finally, encloses it.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 3-2">>
<<set $tile_left to "Corridor A 4-1">>
<<set $tile_down to "Corridor A 5-2">>
<<set $tile_right to "Corridor A 4-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_B is 0>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. The keycard reader lies in the center of the door, flanked by soft blue lights... but Mio lacks the right card.<</if>><<if $MERCANOID_CHECKPOINT_B is 1>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. The keycard reader lies in the center of the door, flanked by soft blue lights. <<link "Open Checkpoint B using the Level 2 Keycard." "Checkpoint B Cutscene">><</link>><</if>><<if $MERCANOID_CHECKPOINT_B is 2>>Security Checkpoint B lies to the immediate east, the imposing blast door that once barred Mio's way now recessed back into the floor. The hive-creep has begun to spread to fill the gap created by the door closing in the first place. A holographic display mimics the formerly-present keycard reader, capable of closing the door again... if the hive hadn't already gunked the mechanisms up.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 3-3">>
<<set $tile_left to "Corridor A 4-2">>
<<set $tile_down to "Corridor A 5-3">>
<<set $tile_right to "Checkpoint B 2-1">>
<<if $MERCANOID_CHECKPOINT_B lte 1>>
<<set $tile_right to "no">>
<</if>>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- Breaking the pattern of poster-placement, there's a vending machine here. Shockingly, it's clean - no tentacles here! Just a little bit of slime-splattering on the sides. It's surprisingly retro - sort of a big rectangle in shape, with a transparent window revealing the goodies within that dominates the left side, while the right bears a keypad for entering the desired code, and a thick-screen display with a stylized raccoon face peering back at Mio, no doubt the mascot for this snack company. <<if $M_M4X_Met is 0>>Mio can't help but feel like the character on display is looking right at her... if this vending machine has some basic intelligence, it could be useful to ask them some questions.<<else>><span style='color:#efeae1'><b>M4X</b></span> gives Mio a little nod using her animated display. <span style="color:#efeae1">"Heya, Mio... ya need something or what?"</span><</if>><hrt><hr></hrt>
<<if $M_M4X_Met is 0>><<link "Talk to the Vending Machine." "M4X Interaction">><<set $Prior_Location to passage()>><</link>><<else>><<link "Talk to <span style='color:#efeae1'>M4X</span>." "M4X Interaction">><<set $Prior_Location to passage()>><</link>><</if>> @@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 0>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Corridor A 4-1">>
<<set $tile_right to "Corridor A 3-2">>
<<set $Shop to 0>>
<<set $Drop_Block to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- <<if visited() is 1>>Despite taking care in her footing, the slime is effective at obscuring damage. Mio gasps as she makes footfall, only for her saboton to plunge through an acid-softened tile! She staggers, but manages to pull herself free, making a mental note of the hidden hole...<<else>>Mio remembers the presence of a concealed hole, here. She takes great care to step around it, having generated a projected image of where it is beneath the slime.<</if>> Immediately to her west is <<if $M_M4X_Met is 0>>a vending machine - old, well-worn, but surprisingly clean, with a monochrome case and a logo bearing a large, cartoonish raccoon.<<else>>M4X, the vending machine. She's still clean of infestation, and seems to be quietly humming to herself.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 2-2">>
<<set $tile_left to "Corridor A 3-1">>
<<set $tile_down to "Corridor A 4-2">>
<<set $tile_right to "Corridor A 3-3">>
<<set $Shop to 0>>
<<set $Drop_Block to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_B is 0>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. To the south, in the middle of the door, lies a keycard reader.<</if>><<if $MERCANOID_CHECKPOINT_B is 1>>The massive blast door that separates this side of the facility from the maintenance areas - and the Sled Launcher - is closed. To the south, in the middle of the door, lies a keycard reader... and Mio just happens to have a valid keycard! <<link "Open Checkpoint B using the Level 2 Keycard." "Checkpoint B Cutscene">><</link>><</if>><<if $MERCANOID_CHECKPOINT_B is 2>>Security Checkpoint B lies to the immediate east, the imposing blast door that once barred Mio's way now recessed back into the floor. The hive-creep has begun to spread to fill the gap created by the door closing in the first place.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 2-3">>
<<set $tile_left to "Corridor A 3-2">>
<<set $tile_down to "Corridor A 4-3">>
<<set $tile_right to "Checkpoint B 1-1">>
<<if $MERCANOID_CHECKPOINT_B lte 1>>
<<set $tile_right to "no">>
<</if>>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- For whatever reason, the slime seems to be avoiding Habitat B. Curious. It instead piles up towards the west and north, clinging heavily to the frame of the Checkpoint A blast door. Immediately to her south is <<if $M_M4X_Met is 0>>a vending machine - old, well-worn, but surprisingly clean, with a monochrome case and a logo bearing a large, cartoonish raccoon.<<else>>M4X, the vending machine. She's still clean of infestation, and seems to be quietly humming to herself.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Corridor A 1-1">>
<<set $tile_left to "Hab-Block B 1-2">>
<<set $tile_down to "Corridor A 3-1">>
<<set $tile_right to "Corridor A 2-2">>
<<set $encounter to "k1 A">>
<<set $Shop to 0>>
<<set $Drop_Block to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- A steady, heavy drip of slime pours from a cracked lighting fixture in the ceiling, here. Best to just neatly step around that...<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 1-2">>
<<set $tile_left to "Corridor A 2-1">>
<<set $tile_down to "Corridor A 3-2">>
<<set $tile_right to "Corridor A 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- A holo-projection poster is mounted here, flickering slightly but otherwise undamaged, providing welcome light. It depicts a Vari girl - a cat, judging by the fluffy ears peeking out from a messy mop of ginger hair - holding a large can just away from her lips, from which stems a tentacle carressing her cheek as she winks to the viewer. <i>TentaCo™ TentaCan™ - Forget 'diet' soda, try 'exercise' TentaCan™!</i><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor A 1-3">>
<<set $tile_left to "Corridor A 2-2">>
<<set $tile_down to "Corridor A 3-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_A is 0>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks like this... or seal sections off to spare the rest of the facility from explosive decompression. There's a keycard reader to the east, but Mio lacks the right card.<</if>><<if $MERCANOID_CHECKPOINT_A is 1>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks like this... whoops. There's a keycard reader set into the middle of the door to the east, and Mio just happens to have a card. <<link "Open Checkpoint A using the Level 1 Keycard." "Dizz Meeting">><</link>><</if>><<if $MERCANOID_CHECKPOINT_A is 2>>The blast door that locks off Security Checkpoint A has been lifted, revealing the trapped citizens of the facility beyond. They're too-far stuck to rescue... but not so deeply buried that their moans aren't terribly distracting.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 92>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Checkpoint A 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Corridor A 2-1">>
<<set $tile_right to "Corridor A 1-2">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $tile_up to "no">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_A is 0>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks - for all the good that's done! - or seal sections off to spare the rest of the facility from explosive decompression. There's a keycard reader, but Mio lacks the right card.<</if>><<if $MERCANOID_CHECKPOINT_A is 1>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks like this... whoops. There's a keycard reader set into the middle of the door, and Mio just happens to have a card. <<link "Open Checkpoint A using the Level 1 Keycard." "Dizz Meeting">><</link>><</if>><<if $MERCANOID_CHECKPOINT_A is 2>>The blast door that locks off Security Checkpoint A has been lifted, revealing the trapped citizens of the facility beyond. They're too-far stuck to rescue... but not so deeply buried that their moans aren't terribly distracting.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 92>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Checkpoint A 2-2">>
<<set $tile_left to "Corridor A 1-1">>
<<set $tile_down to "Corridor A 2-2">>
<<set $tile_right to "Corridor A 1-3">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $tile_up to "no">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Corridor_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_A is 0>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks like this... or seal sections off to spare the rest of the facility from explosive decompression. There's a keycard reader to the west, but Mio lacks the right card.<</if>><<if $MERCANOID_CHECKPOINT_A is 1>>A massive, heavy blast door blocks any access to the north end of the facility. Things like this are intended to prevent outbreaks like this... whoops. There's a keycard reader set into the middle of the door to the west, and Mio just happens to have a card. <<link "Open Checkpoint A using the Level 1 Keycard." "Dizz Meeting">><</link>><</if>><<if $MERCANOID_CHECKPOINT_A is 2>>The blast door that locks off Security Checkpoint A has been lifted, revealing the trapped citizens of the facility beyond. They're too-far stuck to rescue... but not so deeply buried that their moans aren't terribly distracting.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 92>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $MERCANOID_CHECKPOINT_B is 0>>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $tile_up to "Checkpoint A 2-2">>
<<set $tile_left to "Corridor A 1-2">>
<<set $tile_down to "Corridor A 2-3">>
<<set $tile_right to "no">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $tile_up to "no">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_A_2_Desc to "Isolde's room has seen better days, but for once, it's not the fault of the infestation. The big cat's little temper tantrum on the desk has left it shattered into oh-so-many shards of plastform, one large chunk of which apparently achieved the velocity it needed to embed itself right in the mattress of the nearby bed.<br><br>Mio can only hope it brought the frustrated security officer some catharsis. Rest in pieces, desk. There's a wardrobe set off to the west, just about out the way of the door. The impaled bed is off to the east.">><<set $main_desc to $Hab_A_2_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio has to take care to avoid standing on shards of plastform. However, Isolde's room is in otherwise excellent condition - if you'll pardon the purple stain on the ground where the 'Leash' Monster met its end beneath her heel. <hrt><hr></hrt>
<<if $Isolde_Safe is 0>>
Isolde, the imposing-looking Tiger girl, seems to have run out of desk to smash. She's scratching her cheek with a single, clawed index finger, now regarding the mess with something of an embarrassed look. She's all but forgotten Mio is there. <<link "Perhaps a gentle clearing of the throat is in order." "Isolde Rescue">><</link>>
<hrt><hr></hrt><</if>>
<<if $Isolde_Quest is 1>>
Isolde's wardrobe is here. The package she requested should be on the bottom shelf. <<link "Rummaging around in someone else's wardrobe feels off..." "Isolde Quest Package">><</link>>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Hab-Block A 1-1">>
<<set $tile_right to "Habitat A-2 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Hab_Block_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The flesh beneath Mio's feet diminishes the closer she gets to 'A3', but it remains caked over half of the door to 'A2' to the north. <hrt><hr></hrt>
<<if $HAB_A2_UNLOCKED is 0>>
The door to A2 lies directly to the north. <<if $MERCASAVED is 0>>Unfortunately, Mio can't see a way to get it open...<<else>>Mio's upgraded Keycard seems like it should work. <<link "Open A2." "Hab-Block A 1-1">><<set $en to $en + 2>><<set $HAB_A2_UNLOCKED to 1>><<dialog>>Mio flips the Keycard between her fingers, raises it above the reader, and swipes it down. There's a tense moment of silence before the reader beeps, the door's pressure lock indicator turning from red to green.<br><br><b>A2 is now accessible!</b><</dialog>><</link>><</if>><hrt><hr></hrt><</if>>
<<if $MS_Head_Over_Heels is 0>>
The door to A3 beckons to the West. <<if $MERCASAVED gte 1>><<if $HAB_A3_UNLOCKED is 0>><<link "Open A3." "Hab-Block A 1-1">><<set $en to $en + 2>><<set $HAB_A3_UNLOCKED to 1>><<dialog>>Mio swipes her upgraded keycard, courtesy of Dizz. Sure enough, the door's pressure seals hiss and disengage. Mio can now move West.<</dialog>><</link>><</if>><</if>><<if $MERCASAVED is 0>>Unfortunately, Mio doesn't have clearance to open it.<</if>><hrt><hr></hrt><</if>>
<<if $MS_Head_Over_Heels is 1>>
Even with the door closed again - a door designed to withstand the sudden and tragic decompression of the room beyond it, were such a thing to occur - Mio can <i>still</i> hear the couple within moaning and grunting lustfully. The gas that's flooded their room still hangs heavy in the air around the door's frame. Beneath the Keycard reader, a small terminal screen blinks away feverishly, letting Mio know - far too late, mind - that this gas is a present problem.
<br><br>
Mio can...
<br><<link "(SCIENCE - HACKING (MED)) Attempt to reboot the ventilation system." "Head Over Heels Hacking">><</link>>
<br><<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Get inside, bust the vent open and spring back out." "Head Over Heels Acrobatics">><<set $en to $en + 2>><</link>>
<br> - There may be a way to manually override the vent mechanism, but if there is, Mio can't see one here. <<if $MERCA_Vent gte 2>>Thankfully, Mio has a way of getting into the ventilation system from either the Safe Room or the Storage Module...<</if>>
<hrt><hr></hrt><</if>>
<<if $MS_Head_Over_Heels is 2>>
<br><br> It should be safe to enter A3 to the West, now.
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Habitat A-2 1-1">>
<<set $tile_left to "Habitat A-3 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Hab-Block A 1-2">>
<<if $HAB_A2_UNLOCKED is 0>>
<<set $tile_up to "no">>
<<else>>
<<if $Isolde_Saved is 0>>
<<set $tile_up to "Leash Scene">>
<</if>>
<</if>>
<<if $HAB_A3_UNLOCKED is 0>>
<<set $tile_left to "no">>
<<if $MS_Head_Over_Heels is 2>>
<<set $tile_left to "Head Over Heels 2">>
<</if>>
<</if>>
<<if $HAB_A2_UNLOCKED is 0>>
<<set $map_2_marker to $hab_a1_lock>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 116>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<<if $Isolde_Met isnot 1>>
<<set $tile_up to "Leash Scene">>
<</if>>
<</if>>
<<if $HAB_A1_UNLOCKED is 0>>
<<set $map_1_marker to $hab_a2_lock>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 208>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<if $HAB_A3_UNLOCKED is 0>>
<<set $map_3_marker to $hab_a3_lock>>
<<set $marker3_icon_right to 154>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<if $MS_Head_Over_Heels is 0 and $HAB_A3_UNLOCKED gte 1>>
<<set $tile_left to "Head Over Heels 1">>
<</if>>
<<if $MS_Head_Over_Heels is 1>>
<<set $tile_left to "Head Over Heels Punishment">>
<</if>>
<<if $MS_Head_Over_Heels is 2>>
<<set $tile_left to "Head Over Heels 2">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- For a rough 'n tumble woman, it must be said: Isolde's bed is perfectly made. Shame about the large sliver of plastform that's punctured the sheets and mattress. Isolde evidently spends a lot of time on base, for this room is quite 'lived-in' - a number of portable exercise tools are scattered around the place.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Habitat A-2 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_Block_A_Desc to "The haunting atmosphere of the overrun facility gives way to the haunting atmosphere of an empty hotel corridor, albeit far more squat. Three doors in total: one to the south immediately after the entrance, one to the north a few steps away, and one to the west by that, each marked 'A1', 'A2' and 'A3' respectively. While the majority of the facility's employees make a commute from the nearby colony every day, some stay on-station due to irregular shift hours, observation, or for reasons left private.<br><br>The door to 'A3', marked as a guest quarters, has higher security - a numbered lock and card-swipe - than the other two doors with their simple card-only pads. Adding to the somewhat dismal nature of the cramped little corridor is the sheer coating of hive-flesh underfoot, creeping up the walls and lapping at the doors to 'A1' and 'A2' both, falling just short of 'A3'. It's even managed to slip across the ceiling, blocking one of the lighting fixtures save for a dim glow of hot pink as filtered through a thick membrane of flesh.">><<set $main_desc to $Hab_Block_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door to A1 beckons. Literally - the thin layer of hive growth upon it possesses little waving sensory tentacles that seem to be beckoning Mio. That's not ominous at all... Frankly, it makes her want to step back to the east and leave back out into the corridor beyond. <hrt><hr></hrt>
<<if $HAB_A1_UNLOCKED is 0>>
The door to A1 lies directly to the south. <<if $MERCASAVED is 0>>Unfortunately, Mio can't see a way to get it open...<<else>>Mio's upgraded Keycard seems like it should work. <<link "Open A1." "Hab-Block A 1-2">><<set $en to $en + 2>><<set $HAB_A1_UNLOCKED to 1>><<dialog>>Mio flips the Keycard between her fingers, raises it above the reader, and swipes it down. There's a tense moment of silence before the reader beeps, the door's pressure lock indicator turning from red to green.<br><br><b>A1 is now accessible!</b><</dialog>><</link>><</if>><hrt><hr></hrt><</if>>
@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 2>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_HAB_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $HAB_A2_UNLOCKED is 0>>
<<set $map_2_marker to $hab_a1_lock>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 116>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<if $HAB_A1_UNLOCKED is 0>>
<<set $map_1_marker to $hab_a2_lock>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 208>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<if $HAB_A3_UNLOCKED is 0>>
<<set $map_3_marker to $hab_a3_lock>>
<<set $marker3_icon_right to 154>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Hab-Block A 1-1">>
<<set $tile_down to "Habitat A-1 1-2">>
<<set $tile_right to "Corridor A 6-1">>
<<if $HAB_A1_UNLOCKED is 0>>
<<set $tile_down to "no">>
<</if>>
<<if $Isolde_Safe is 0 and $Leash is 1>>
<<set $map_8_marker to $marker_NPC>>
<<set $marker8_icon_right to 108>>
<<set $marker8_icon_top to 114>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">>
<</if>>
<<if $Isolde_Quest is 1>>
<<set $map_9_marker to $marker_chest>>
<<set $marker9_icon_right to 132>>
<<set $marker9_icon_top to 144>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:49;">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_Block_B_Desc to "From the cavernous main hall of the facility, to what feels like a cramped, run-down motel by comparison... albeit one with a unique mold problem. There are three doors in total: one lies immediately to the north, whereas two more lie a little further westwards; one to the south and one at the terminating west end of the corridor. B1, B2, and B3... Mio has been informed in the brief that these rooms are temporary residences, with the '3' suites of either side being guest rooms, leaving 1 and 2 as staff rooms for overnight stays.<br><br>The corridor is mostly clean, but has an oppressive atmosphere: literally, there's a lot of heavy purple smog hanging in the air, dampening the walls with its presence. Not any visible hive-growth, but... there's an awful lot of slime pooled at the base of the door to the north, to B1. B2 and B3, on the other hand, are completely clear of any major infestation signs. Opposite the doors to B1 and B2 are holographic displays buzzing in the gloom, which mostly display twee, patronizing reminders to be quiet and respectful of other guests when coming and going.">><<set $main_desc to $Hab_Block_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- A worrying quantity of slime is pooled at the base of the door to the north. It's not so much the amount that worries Mio as its origins do: it's coming from inside the room, not trying to get into it... <hrt><hr></hrt>
<<if $HAB_B2_UNLOCKED is 0>>
The door to B1 lies directly to the north. <<if $MERCASAVED is 0>>Unfortunately, Mio can't see a way to get it open...<<else>>Mio's upgraded Keycard seems like it should work. <<link "Open the door." "Hab-Block B 1-2">><<set $en to $en + 2>><<set $HAB_B2_UNLOCKED to 1>><<dialog>>Mio flips the Keycard between her fingers, raises it above the reader, and swipes it down. There's a tense moment of silence before the reader beeps, the door's pressure lock indicator turning from red to green.<br><br><b>B1 is now accessible!</b><</dialog>><</link>><</if>><hrt><hr></hrt><</if>>
<<if ndef $Security_Armour_Taken>>
A hastily discarded armour overlay has been abandoned on the floor here. Mio notes that the front of it is slightly discoloured with a purple splotch, with very minor acid damage. It seems that whoever was wearing it panicked at the sight of smoke and hastily abandoned it, despite Tentacle Monster acid being dangerous only to clothing, not people! Everyone knows that.
<br><br>
<<set $Prior_Location to passage()>>
[img[$Security_Armour_Overlay_Icon]] <<link "Pick it up." $Prior_Location>>
<<set $Security_Armour_Taken to 1>>
<<set $en to $en + 2>>
<<set $map_10_marker to $icon_marker_blank_24>>
<<include "Security Armour Overlay Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<hrt><hr></hrt>
<<else>>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_HAB_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $HAB_B2_UNLOCKED is 0>>
<<set $map_2_marker to $hab_b1_lock>>
<<set $marker2_icon_right to 60>>
<<set $marker2_icon_top to 116>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $HAB_B3_UNLOCKED is 0>>
<<set $map_3_marker to $hab_b3_lock>>
<<set $marker3_icon_right to 154>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $tile_up to "Habitat B-1 1-2">>
<<set $tile_left to "Hab-Block B 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor A 2-1">>
<<if $HAB_B2_UNLOCKED is 0>>
<<set $tile_up to "no">>
<<else>>
<<if $Ervina_met lte 1>>
<<set $tile_up to "Ervina Intro Rescue">>
<<if $Ervina_met is 1>>
<<set $map_5_marker to $marker_NPC>>
<<set $marker5_icon_right to 108>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_something>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<</if>>
<</if>>
<<if $Ervina_Met is 2>>
<<if $MS_Drone_Body is 0>>
<<set $map_6_marker to $marker_something>>
<<set $marker6_icon_right to 132>>
<<set $marker6_icon_top to 138>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<</if>>
<</if>>
<</if>>
<<if ndef $Security_Armour_Taken>>
<<set $map_10_marker to $marker_shield>>
<<set $marker10_icon_right to 84>>
<<set $marker10_icon_top to 186>>
<<set $marker10_icon_style to "position:absolute; right:" + $marker10_icon_right + "px; top:" + $marker10_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_10_marker to $icon_marker_blank_24>>
<</if>>
<<set $encounter to "k1 B">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Whoever is currently occupying this room was seemingly halfway through building a model kit on the desk. Mio instantly recognizes it - even from just the legs and waist - as a Menacer 'The Space' Type, judging by the distinctive flare of the legs and that iconic blue colourscheme! Uhm-- not that she watches that kind of show, of course...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Habitat B-2 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Hab_Block_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The doors to B2 and B3 beckon to the south and west respectively. To the north lies a holo-display which seems to be struggling in the humidity; it keeps flickering and frazzling, the soft blue light occasionally glitching pink and purple. The door to B3 has a unique lock: as well as a card reader, it also has a 9-input keypad. Odd. Perhaps it's older?<hrt><hr></hrt>
<<if $HAB_B3_UNLOCKED is 0>>
The door to B-3 is locked, but seems to be on a different system to the other doors. As well as a slot for a keycard, this one has a codepad... perhaps an override? <<if $MERCANOID_Blankenship_Quest gte 1>>If this is the room of the Elven Professor, then the first digit is <<= $Blankenship_Code_1>>.<<if $MERCANOID_Blankenship_Quest gte 2>> The second digit is <<= $Blankenship_Code_2>>.<</if>><<if $MERCANOID_Blankenship_Quest gte 3>> The third digit is <<= $Blankenship_Code_3>>.<</if>><</if>>
<br><br>
<<if $MERCANOID_Blankenship_Quest gte 3>>
<<link "Input the full code" "Hab-Block B 1-1 Code Check">><<set $Blankenship_Code_Manual to $Blankenship_Code>><</link>> - <<= $Blankenship_Code_1>><<= $Blankenship_Code_2>><<= $Blankenship_Code_3>>!
<br>
<</if>>
Try to input a 3-digit code? - <<numberbox "$Blankenship_Code_Manual" 000 "Hab-Block B 1-1 Code Check">>
<<else>>
The door to the Professor's room is open to the immediate west.
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Habitat B-3 2-1">>
<<set $tile_down to "Habitat B-2 1-1">>
<<set $tile_right to "Hab-Block B 1-2">>
<<if $HAB_B3_UNLOCKED is 0>>
<<set $tile_left to "no">>
<<else>>
<<if $MERCANOID_Blankenship_Quest is 3>>
<<set $tile_left to "Blankenship Rescue">>
<</if>>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_B_2_Desc to "This room is uninfested, and uninhabited - but only as of recent. Looks like whoever's been staying here left in a big hurry, some things knocked off the combination shelf-drawer unit, the bedsheets kicked off onto the ground, and... half of an outfit left unworn. Someone went commando!<br><br>Other than that, it's a perfectly normal example of these somewhat cramped habitation rooms. Recessed bed in the wall to create more space and encourage headbumping in the morning, some work space, a single chair... Normal things.">><<set $main_desc to $Hab_B_2_Desc>>$main_desc <hrt><hr></hrt>
@@.shud;-- Even after staring at the discarded half of an outfit on the bed and floor, Mio is no closer to determining if the intended wearer is masculine or feminine in appearance.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Hab-Block B 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Habitat B-2 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
<<if ndef $microwave>>
@@.shud;-- Along the countertop-bar on the south wall there lies a small quick-wave oven. The infestation must have struck at the precise moment that someone was cooking, judging by the explosion of unattended, over-pressurized foodstuffs within. The container remains lying on its side, still-warm meaty goop clinging to every interior surface. Rest in peace, nameless casserole. It looks like the meatsplosion completely totalled the appliance, so no one would mind if Mio scrapped it for resources, right?
<<link "Scrap it." "Break Room 3-2">>
<<set $microwave to 1>>
<<set $Player_crafting_bits to $Player_crafting_bits + 2>>
<<set $Player_crafting_mats to $Player_crafting_mats + 2>>
<<set $Player_crafting_tek to $Player_crafting_tek + 2>>
<<set $map_4_marker to $icon_marker_blank_24>>
<<dialog>>
$Player_alias unplugs the appliance and then does her best to clean off the gloop. She then sets about popping the side panels off to harvest the surviving useful parts. After her work is done, the machine lies in tatters... and she's richer by 2 each of Bits, Mats and Tek.
<</dialog>>
<</link>>
<<else>>
@@.shud;-- Along the countertop-bar on the south wall there lies the remains of a small quick-wave oven. The infestation must have struck at the precise moment that someone was cooking, judging by the explosion of unattended, over-pressurized foodstuffs. The container remains lying on its side next to the remnants of the machine - RIP, nameless casserole. Seeing as it totalled the appliance, Mio scrapped it for parts.
<</if>>
<hrt><hr></hrt>
A datapad lies abandoned on the countertop. <<link "Read the open entry.">>
<<dialog>>
<i><b>Researcher Kiaru - Glob 'Froot' Flavour Issues:</b>
<br><br>
We've been at this for a week now, but we've still yet to find a way to make the Globs cultivate flavours other than mixed berry. Which is my favourite! But the point here is to try and get some other flavours going; some people like colours other than purple, y'know! But no matter what we try, the result is the same; any introduced flavourings get converted into more berry-tastic sweetness.
<br><br>
One experiment I'm interested in trying would be to take a couple of Glob specimens and temporarily remove the killswitch, then try feeding them a heavy diet of the specific thing we want them to take on the flavours of. This wouldn't be suitable for mass production, obviously, but
<br><br>
Whoa. A bunch of people just showed up all of a sudden. Ugh, people. I'm just gunna keep on writing... Uh... how long has that alarm been going off? Aw, jeez, I got totally engrossed in my notes again! People seem kind of panicky, I wonder what
<br><br>
What smells like flowe</i>
<br><br>
- The entry ends just like that, unpublished...
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Break Room 2-2">>
<<set $tile_left to "Break Room 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
@@.shud;-- A screen is mounted in the corner here, just above the countertop, but the signal has been disrupted. There's no sign of the remote, either... bummer.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Break Room 1-1">>
<<set $tile_down to "Break Room 2-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
@@.shud;-- It's hard not to admire the view out over VI-16's rough-hewn surface, even if Mio has better things to be doing. Taking a moment - albeit one with a cautious glance over her shoulder - she justifies it to her programming as just making sure that nothing's escaped out onto the surface. Nothing has, of course. The only way into this facility was being shot into it via a glorified artillery shell, sealed right back up behind her. The moon is quiet.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Break Room 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Break Room 3-1">>
<<set $tile_right to "Break Room 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
@@.shud;-- One of the stools for the bar-counter here lies tipped over, a rack of condiments precariously balanced on the very edge of the table. Off to the west, stars twinkle above the violet-tinged surface of VI-16, not a single mote of movement upon its dead surface.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Break Room 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Break Room 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
@@.shud;-- <<if $MERCANOID_CHECKPOINT_A is 0>>Draped over the arm of a comfy-looking armchair that's turned to face the bay window, there lies a discarded keycard affixed to a lanyard strap. Perfect!<br><br>
<<link "Pick up keycard" "Combat Enemy Gulper Intro">><<set $Prior_Location to "Break Room 1-1">><<include "Level 1 Keycard Pickup">><<set $MERCANOID_CHECKPOINT_A to 1>><<<</link>>
<<else>>
The armchair lies empty... save for splattered remnants of the Gulper above, its carcass stretched out and hanging limply among the forest of its filled, more fortunate kin.
<</if>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 138>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $Player_skill_survival_actual gte $M_Gulper_Survival_Check and $M_Gulper_Met is 0>>
<<set $map_2_marker to $marker_skull>>
<<set $marker2_icon_right to 180>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<if ndef $microwave>>
<<set $map_4_marker to $marker_cog>>
<<set $marker4_icon_right to 108>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Break Room 2-1">>
<<set $tile_right to "Break Room 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><hrt><hr></hrt>
@@.shud;-- Mio doesn't realize it at first, but as she steps around a couple of haphazardly placed and tilted armchairs it becomes clear that this was an attempt at a barricade. There's a damp patch of unknown providence on the red chair, but the white one appears clean.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Break Room 1-2">>
<<set $tile_left to "Break Room 2-1">>
<<set $tile_down to "Break Room 3-2">>
<<set $tile_right to "Break Room 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_B_1_Desc to "Ervina's room is utterly drenched in slime, courtesy of the Glob and its rather explosive end. It's still dripping off of the ceiling, clinging heavily to the walls... and finely coating the mess of machine parts piled up on the desk, which is far too small for the weight and number of them. Oh well... maybe it'll be a good de-greaser?<br><br>The bed is particularly sodden with slime. A shame, given that, for all her behaviour and the messy state of the rest of this room, her bed was perfectly made and tucked.">><<set $main_desc to $Hab_B_1_Desc>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio has to step around a pervasive, consistent dripping of slime from the ceiling. No matter how long it splatters, it seemingly never runs out. Perhaps the Glob's core is stuck up there, unsuccessfully trying to regenerate?@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Habitat B-1 1-1">>
<<set $tile_down to "Hab-Block B 1-2">>
<<set $tile_right to "no">>
<<if $MS_Drone_Body is 0>>
<<set $map_6_marker to $marker_something>>
<<set $marker6_icon_right to 132>>
<<set $marker6_icon_top to 138>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Ervina's desk is here. At least, Mio thinks. It's difficult to know where the desk's surface begins and where the collection of junk ends. Considering these rooms are intended for short, temporary stays, the question is begged: how the fuck? <hrt><hr></hrt>
<<if $MS_Drone_Body is 0>>
In amongst Ervina's piles of scrap and junk is something stout and humanoid. It's a slime-splattered drone body, seemingly without power. It's kind of cute, but it looks broken... <<link "Take it." "Habitat B-1 1-1">><<set $MS_Drone_Body to 1>><<include "Busted Drone Pickup">><<set $map_6_marker to $icon_marker_blank_24>><</link>>
<<else>>
Ervina certainly has an impressive collection of scrap, bits and bobs and whatzits, but nothing that jumps out as useful.
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Habitat B-1 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_B_3_Desc to "Doctor Blankenship's room is mostly intact, save for the minor traces of hive-flesh left behind in the wake of the odd monster that had her in its massaging coils. The vent into which it escaped - and, presumably, came from - bares similar signs of meaty pollution.<br><br>Aside from that, this room is habitable, for now. The bay window creates a soft, purple-tinged light to bathe the otherwide unlit space in its gentle, albeit eerie glow. The communication terminal lies inactive, now, and the bedsheets are... dishevelled, to say the least. Mio does her best to avoid... puddles, as well.">><<set $main_desc to $Hab_B_3_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Eerie light pours in from the bay window, bouncing off of the moon's surface. The desk is located directly opposite the door: Blankenship's keycard lies upon it. Finally, a good angle of this thing! Not that it's needed now...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $HAB_B3_UNLOCKED to 1>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Habitat B-3 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Habitat B-3 3-1">>
<<set $tile_right to "Hab-Block B 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A seating arrangement and a wardrobe lie at this end of the room. A shining seal lies upon the wardrobe, locking it magically; evidently Blankenship doesn't want her tailored clothing getting bismirched by any tentacles that might creep inside now that she's gone. A big, wide monitor lies on the northern wall, but it's stuck showing an emergency broadcast loop.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Habitat B-3 2-1">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_A_1_Desc to "Hopefully, whoever was staying in this room didn't leave behind any valuables. If they did? Hopefully those valuables are easy to clean. This cramped little room is completely saturated with hive-flesh, to the point where it seems a pretty terrible idea to stand in it for each a little while. Bed set into the wall to create and save space? Squishy. Desk? Gooey. Floor? Squelchy. Bookshelf and drawer combo? Alive. Even the little foldaway bathroom in the corner is jammed open, a tentacle lazily waving up out of the toilet bowl. Aside from the hive, this room is deserted.">><<set $main_desc to $Hab_A_1_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- While it can be tempting to stay in bed some days, the sheer amount of tentacle infestation on what used to be a bed here would ensure your continued presence; likely for many days, if not weeks. Basically, no napping here.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Hab-Block A 1-2">>
<<set $tile_left to "Habitat A-1 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Almost half of this room has been taken up by a prodigeous growth of hive-flesh, possibly originating from a vent in the wall. Spots of green ooze are gestating here and there, and it's engulfed a number of objects. <hrt><hr></hrt>
<<if $MERCA_Selene_Quest is 1>>
The case that Selene requested is here! Unfortunately, it's embedded in the flesh... and it isn't budging. Mio could use her emergency debris-clearance tools to try and break it free.
<br><<link "Attempt to excavate the case." "Selene Gathering">><<set $Prior_location to "Habitat A-1 1-1">><</link>>
<hrt><hr></hrt><</if>>
<<if $MERCA_Selene_Quest gte 2>>
A considerable gaping hole is left in the wall of flesh from where Mio removed the secure case. It's already scarring over...
<<if $gathering_1 is "not mined" and $gathering_2 is "not mined" and $gathering_3 is "not mined">><br><<link "Attempt more excavation." "Selene Gathering">><<set $Prior_location to "Habitat A-1 1-1">><</link>>
<hrt><hr></hrt><</if>>
<</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Habitat A-1 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Hab_A_3_Desc to "Even with Ru'drexi and her husband having been evacuated, the hive seems ill-inclined to enter the room. The terrifying presence of the lustful Jelli seems to linger in some way that Mio cannot detect, even with the advanced sensor suite occupying her horn.<br><br>Aside from the well-smashed bed and slightly dented desk - evidently, the couple did a bit of repositioning at Drexi's behest - the room is mostly untouched. Small motes of hive spores drift inside from the ventilation to add to the purple miasma that still cloaks the room, but they refuse to take 'root'. The bay window to the West looks out over Vi-16's surface at an angle that's becoming increasingly familiar to the Mercanoid... but still has a certain charm to it.">><<set $main_desc to $Hab_A_3_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The center of the suite is fairly open and spacious, save for a desk set against the big bay window, right opposite the door. It's... dented. Just how hard was Ru'Drexi riding Powder!?@@<hrt><hr></hrt>
<<if $MS_Head_Over_Heels is 0>>
<<goto "Head Over Heels 1">>
<</if>>
<<if $MS_Head_Over_Heels is 1>>
<<goto "Head Over Heels Punishment">>
<</if>>
<<if $MS_Head_Over_Heels is 2>>
<<goto "Head Over Heels 2">>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Habitat A-3 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Habitat A-3 3-1">>
<<set $tile_right to "Hab-Block A 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The bed is in absolute tatters. Sheets dishevelled, one pillow entirely missing and nowhere to be seen... giant crater in the mattress. The ventilation shaft is located above the queen-sized bed, and it's hard at work suckin' and blowin'.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Habitat A-3 2-1">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This side of the room consists of a little seating arrangement around a generously sized screen mounted on the south wall. It's just showing an emergency lockdown override message on a loop, though.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Habitat A-3 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The bed has seen better days. Still, the cleaners of the facility have probably seen worse in their time. That is, the janitorial staff, not the infestation cleanup crew-- forget it. The vent above the bed is still busted wide open... Mio hopes that escaped head isn't going to cause trouble later.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Habitat B-3 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Break_Room_Desc to "With a massive bay window dominating the western wall, this room provides a spine-tingling view out onto the surface of VI-16, the dull grey rock painted a soft lilac shade by the burning suns off of in distance. The view is nigh-unobstructed, save for the shape of the facility itself - the Habitat Blocks flanking the room to the north and south act like the tips of a horseshoe, preventing much of a view in those directions. Not that it matters, much - it's a lot of rocks.<br><br>Aside from the view, this looks like a decent enough break room - Mio doesn't really have a frame of reference for such things... just educated guesses. There's seats, though half of them have been tipped over. Tables mounted on the north and south walls, with stools and a handful of appliances for preparing and storing food and drinks. The room seems to be completely free of infestation, save for the very entrance. However, the lights appear to be broken, the room lit entirely by the light from yonder window.">><<set $main_desc to $Break_Room_Desc>>
<<if $desc_temp is $main_desc>>$main_desc <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><<else>>@@.shud;$main_desc@@ <<if $M_Gulper_Met is 1>>However, one only needs to look up to realize the lights aren't broken at all... merely covered up. The forest of well-fed Gulper Vines writhe with their captive's orgasmic motions. Save for the one Mio splattered, they're harmless to her - occupancy of one.<</if>><</if>> <hrt><hr></hrt>
@@.shud;-- This is the only part of the room where the infestation has spread. It abruptly stops before entering the break room proper, cowering in the doorway. <<if $Player_skill_survival_actual gte $M_Gulper_Survival_Check and $M_Gulper_Met is 0>><b>Survival Test Success! --</b> Mio feels uneasy... something in this room is dangerous.<</if>><hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "no">>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_BREAK_ROOM>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_CHECKPOINT_A is 0>>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 138>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $Player_skill_survival_actual gte $M_Gulper_Survival_Check and $M_Gulper_Met is 0>>
<<set $map_2_marker to $marker_skull>>
<<set $marker2_icon_right to 180>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<if ndef $microwave>>
<<set $map_4_marker to $marker_cog>>
<<set $marker4_icon_right to 108>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Break Room 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor A 4-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Docking_Administration_Desc to "A narrow security gate checks for contraband before anyone is permitted to set foot inside the facility - or, indeed, leave it. The imposing looking detector archway works best, however, when it isn't full of alien slime and partially melted. As a result, it only lets out a barely audible fizz of alarm when Mio steps through it. The dock has been completely trashed! To the east, the shielded bay for the little shuttle - conspicuously absent - is filled by a shallow pool of hive-flesh, trying in vain to squeeze through the airtight seam of the massive vault blast door that separates this room from the void of space.<br><br>To the south is a small seating area with no distinction between arrivals and departures. Along with the size of the bay itself, it's clear that only around six people come and go from the facility at any given time. The chairs are unevenly strewn with pulsating hive growths. To the north lies a separated office with no visible entrance, the windows completely saturated with purple slime. On closer inspection, that sealed chamber is completely flooded! To the west lies the exit to the landing annex of the facility.<br><br>At least containment procedures succeeded here, or this moon's surface would be a whole lot fleshier. And this facility a whole lot deader.">><<set $main_desc to $Docking_Administration_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- A security scanning arch is built into the walls, which explains why the sole exit is so narrow - one person out or in at a time. Given that it's been partially melted and visibly teems with hive-flesh, it's no wonder it isn't kicking up a fuss about Mio's arsenal.
<hrt><hr></hrt>
<<if ndef $Shuttle_Detector>>
One of the arches of the scanning machine used to check visitors - both arriving and departing! - for contraband has been thoroughly infested, its casing bulging outwards from unchecked swelling within. Given that it's totalled beyond repair, surely no one would mind if Mio scrapped it for parts?
<<link "Scrap it." "Docking Administration 2-1">>
<<set $Shuttle_Detector to 1>>
<<set $Player_crafting_bio to $Player_crafting_bio + 1>>
<<set $Player_crafting_bits to $Player_crafting_bits + 3>>
<<set $Player_crafting_mats to $Player_crafting_mats + 3>>
<<set $Player_crafting_tek to $Player_crafting_tek + 1>>
<<set $map_9_marker to $icon_marker_blank_24>>
<<dialog>>
$Player_alias carefully strips the machine of its remaining useful parts, obtaining 3 Bits, 3 Mats, 1 Tek, and 1 Bio... the latter being what got stuck to her hands.
<</dialog>>
<</link>>
<<else>>
The scanning machine is conspicuously lopsided, now that Mio's scrapped one side of it!
<</if>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 A">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_DOCKING_ADMINISTRATION>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if ndef $Shuttle_Detector>>
<<set $map_9_marker to $marker_cog>>
<<set $marker9_icon_right to 156>>
<<set $marker9_icon_top to 162>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_9_marker to $icon_marker_blank_24>>
<</if>>
<<if $MERCANOID_Tazer isnot 1>>
<<set $map_8_marker to $marker_gun>>
<<set $marker8_icon_right to 84>>
<<set $marker8_icon_top to 234>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_7_marker to $marker_message>>
<<set $marker7_icon_right to 132>>
<<set $marker7_icon_top to 234>>
<<set $marker7_icon_style to "position:absolute; right:" + $marker7_icon_right + "px; top:" + $marker7_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex A 2-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Docking Administration 2-2">>
<<set $encounter to "k1 A">>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A thick, shielded window separates the control room and office to the north from the rest of this chamber. Good thing, too, because it's been completely flooded with pulsing, living slime. Not only is it unpleasant to look at, but the sheer noise of that gurgling, rumbling pressurized mass makes Mio's sensors shudder. She hopes that window can withstand it...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Docking Administration 2-1">>
<<set $tile_down to "Docking Administration 3-2">>
<<set $tile_right to "Docking Administration 2-3">>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- What was once likely a decent little resting area has been thoroughly soiled by the growth of the unleashed hive. Mio wouldn't trust any of these chairs to keep their armrests to themselves, frankly...@@<hrt><hr></hrt>
A personal communicator has been abandoned next to an open suitcase. <<link "Read the open entry.">>
<<dialog>>
<i><b>Researcher Jessica - Who's laughing now!?:</b>
<br><br>
Me!! That's who! 'You know the best thing about Jessica is that she can fit in the overhead storage if we ever need a spare shuttle seat'- HAHAHAHA fuck you. Well, guess what, jerks!? I can fit in my suitcase, too! I'm totally safe from this outbreak in here!
<br><br>
Ok, granted. I don't have any water. So... I'm both thirsty AND my scales are startin' to itch. Aaand the only food is a pack of chips I snuck past the security checks at the shuttle port... which would make me thirstier.
<br><br>
... And it's not like the Hive is gunna hurt me or anything. Just... fuck my brains out. For days.
<br><br>
Wow this is fucking stupid I'm just going to open the suitcase and get got, peace out.</i>
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Docking Administration 2-2">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Docking Administration 3-3">>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a vague discolouration to the slime pressed up against the office window here. It takes Mio a moment to figure out that it's a person! The vague outline of their writhing, well-bred form has been pressed right up against the glass, chest-first, assets flattened where soft enough. They're alive... and, judging by what little movement they can manage, loving it. Mio grimaces and glances away from the display, the slime within showing off its prize in some sort of territorial boast... or, perhaps, an attempt at luring further prey? To the east, a barrier prevents access into the hive-filled docking bay. It's a bonafide tentacle pit down there...@@<hrt><hr></hrt>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Docking Administration 2-2">>
<<set $tile_down to "Docking Administration 3-3">>
<<set $tile_right to "no">>
<</nobr>>Double-click this passage to edit it.<<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A single chair here is remarkably untouched by the infestation. In fact, it's completely and utterly clean! Every instinct honed by years of blossoming self-awareness screams at Mio that, despite appearances and logical readouts, it is absolutely some sort of trap. The automated barrier to the east is firmly shut here, the transparent window allowing Mio to gaze down into the frustrated hive-flesh down below, no doubt infuriated by its inability to get through the docking bay doors to the south.@@<hrt><hr></hrt>
<<if $MERCANOID_Tazer isnot 1>>
Lying upon the suspiciously clean chair is a small purse knocked onto its side. It looks mostly empty... save for the vibrant, obnoxious green casing of what appears to be a ranged Tazer.
<br><br>[img[$Overcharged_Tazer_Icon]] <<link "Pick it up?" "Docking Administration 3-3">>
<<set $MERCANOID_Tazer to 1>>
<<set $en to $en + 2>>
<<set $map_8_marker to $icon_marker_blank_24>>
<<include "Overcharged Tazer Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<<else>>
With the unstable Tazer removed, the infestation has begun to coil around the leg of the chair, slowly creeping upwards. It probably won't be long before it's engulfed.
<</if>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Docking Administration 2-3">>
<<set $tile_left to "Docking Administration 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>>Double-click this passage to edit it.<<nobr>><<set $Docking_Access_Desc to "This small corridor provides access to the office and control room of the docks. However, Mio immediately notices a problem; the slime dripping from the southern door, from top to bottom. Not only is it locked down, but the office beyond is evidently flooded to the very brim. Not only would it be unwise to open it, it's likely impossible to do so without special overrides and equipment. A fine, dried-out trail of slime links the western door to the now-sealed south - is a single Glob to blame for this?<br><br>The corridor extends slightly beyond the length it needs, with a small storage locker set against the far wall.">><<set $main_desc to $Docking_Access_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Outside of the leaking slime from what should be a watertight door to the south, it's oddly serene in this corridor. Mio almost doesn't want to go back west...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_DOCKING_ACCESS>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_9_marker to $marker_chest>>
<<set $marker9_icon_right to 60>>
<<set $marker9_icon_top to 162>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:49;">>
<<set $map_8_marker to $marker_lock>>
<<set $marker8_icon_right to 60>>
<<set $marker8_icon_top to 186>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">>
<<if ndef $Riot_Locker>>
<<set $map_9_marker to $marker_chest>>
<<set $map_8_marker to $marker_lock>>
<<else>>
<<if $Riot_Locker is 1 and ndef $Riot_Locker_Outfit>>
<<set $map_9_marker to $marker_chest>>
<<else>>
<<set $map_9_marker to $icon_marker_blank_24>>
<</if>>
<<if $Riot_Locker is 1 and ndef $Riot_Locker_Grenade>>
<<set $map_8_marker to $marker_gun>>
<<else>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor A 7-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Docking Access 1-2">>
<</nobr>><<nobr>><<set $main_desc to $Docking_Access_Desc>>$main_desc <hrt><hr></hrt>
@@.shud;-- The door to the south isn't opening any time soon. It's meant to be airtight - standard procedure for module-based outposts like this - and yet, slime drips from the seal from ceiling to door. Mio desperately hopes that it's the result of the door partially closing on the offending Glob, and not a hint as to the pressure in the room beyond... but, this close to the door, she can hear the broiling, purple sludge audibly gurgling in obscene baritone.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Docking Access 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Docking Access 1-3">>
<</nobr>><<nobr>><<set $main_desc to $Docking_Access_Desc>>$main_desc <hrt><hr></hrt>
@@.shud;-- There are no further exits down this little dead-end. Instead, two lockers line the wall here, one open and empty, the other closed. This space seems free of infestation... <hrt><hr></hrt>
A black locker marked with the word 'SECURITY' in big, bold white letters lies at the end of the corridor. Presumably, it's an emergency supply for the guard working the control deck shift.
<<if ndef $Riot_Locker>>
<<set $Prior_Location to passage()>>
<br><br>It is locked securely. A brief inspection reveals that the lock is decently secure, but not impenetrable. Furthermore, besides a key swipe, there are two recognition methods of entry: an ocular scan, and a voicelock. While Mio obviously isn't going to find any eyeballs lying around, she <i>could</i> possibly imitate the voice command to unlock it - the word 'EMERGENCY' scribbled below the microphone seems like a clue.
<br><br>
<<link "(SLEIGHT - LOCKPICKING (HARD)) Pick the lock." "Lockpicking">>
<<set $lockpick_difficulty to 5>>
<<set $lockpicking_unlocking to "Riot Locker">>
<<set $lockpicking_consequence to "Glob">>
<</link>>
<br>
<<link "(PERFORM $Player_skill_perform_actual/3) Fool the voicelock." $Prior_Location>>
<<dialog>>
<<if $Player_skill_perform_actual gte 3>>
Mio plants a hand on the locker, leaning on it. Placing two fingers on her throat, she quickly tunes her voice modulation and begins to utter the word 'Emergency' in a rainbow of tones and voices, hazarding a guess at feminine and repeating the word with different cadence, tone, pitch and speed. It takes a while, but the locker suddenly 'beeps' and unlocks!
<<set $Riot_Locker to 1>>
<<else>>
Mio plants a hand on the locker, leaning on it. She frowns, then attempts to tune her voice, settling on a masculine tone and uttering 'Emergency'. That!... doesn't work. She tries a more feminine tone, then cycles through variations of each. Unfortunately, none of them work.
<</if>>
<<if ndef $Riot_Locker_Perform>>
<<set $Riot_Locker_Perform to 1>>
<<set $Player_skill_perform_progress to $Player_skill_perform_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Perform.</b> Gained <b>50% Progress towards a Perform point (<<= $Player_skill_perform_progress>>% total).</b>
<<if $Player_skill_perform_progress gte 100>>
<b>Gained a point in Perform! Progress reset.</b>
<</if>>
<</if>>
<</dialog>>
<</link>>
<<if $Selene_Safe is 1>>
<br><<link "Use the Level-2 Keycard." $Prior_Location>>
<<set $Riot_Locker to 1>>
<<dialog>>
Mio simply swipes her Level-2 Keycard through the reader. The Locker beeps obediently and the lock disengages. Thanks, Selene...
<</dialog>>
<</link>>
<<else>>
<br><s>Use a Keycard</s> -- Mio's security clearance isn't valid.
<</if>>
<<else>>
<<if ndef $Riot_Locker_Grenade>>
<br><br>
Inside the locker is a small boxy device with three cylindrical slots, attached to a shoulder strap. Mio recognizes it as some kind of portable field-printer, likely for a specific combat object.
<br>
<<set $Prior_Location to passage()>>
[img[$Riot_Grenade_Printer_Icon]] <<link "Pick it up." $Prior_Location>>
<<set $Riot_Locker_Grenade to 1>>
<<set $en to $en + 2>>
<<include "Riot Grenade Printer Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<</if>>
<<if ndef $Riot_Locker_Outfit>>
<br><br>
There appears to be a Security Uniform hanging up inside the locker. That's a little odd, but perhaps it's there for messy emergencies when dealing with the tentacular menaces?
<br>
<<set $Prior_Location to passage()>>
[img[$Security_Uniform_Icon]] <<link "Pick it up." $Prior_Location>>
<<set $Riot_Locker_Outfit to 1>>
<<set $en to $en + 2>>
<<include "Security Uniform Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<</if>>
<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<if ndef $Riot_Locker>>
<<set $map_9_marker to $marker_chest>>
<<set $map_8_marker to $marker_lock>>
<<else>>
<<if $Riot_Locker is 1 and ndef $Riot_Locker_Outfit>>
<<set $map_9_marker to $marker_chest>>
<<else>>
<<set $map_9_marker to $icon_marker_blank_24>>
<</if>>
<<if $Riot_Locker is 1 and ndef $Riot_Locker_Grenade>>
<<set $map_8_marker to $marker_gun>>
<<else>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Docking Access 1-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>><<nobr>><<set $Checkpoint_B_Desc to "Checkpoint B contains significantly less surprises than Checkpoint A did - far less moaning, too. The infestation is surprisingly light here, but perhaps there was little incentive for the hive to spread to the least-populated side of the base. It clings mainly to the South wall, whereupon it carries on to the East and West. To the North, to Mio's surprise, lies a door in between the two blast doors that flank this chamber... the sign reads 'SENTIENT RESOURCES', set east of the oddly ornate black door. It looks so very out of place... and the hive seems to want nothing to do with it. To the East, Corridor B stretches off, tiles giving way to brass-toned grating and exposed piping. To the West, the more heavily infested Corridor A remains.">><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The black door to the north is a baffling sight. It's so clearly out of place, yet it's mounted in the same housing as any other door in the facility. It makes Mio feel a little uneasy... just like the hive that sticks so doggedly to the south of the checkpoint.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 C">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Sentient Resources 1-1">>
<<set $tile_left to "Corridor A 3-3">>
<<set $tile_down to "Checkpoint B 2-1">>
<<set $tile_right to "Checkpoint B 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Corridor C stretches off to the east. Mio's objective beckons down that stretch.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "Checkpoint B 1-1">>
<<set $tile_down to "Checkpoint B 2-2">>
<<set $tile_right to "Corridor B 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Checkpoint_B_Desc to "Checkpoint B contains significantly less surprises than Checkpoint A did - far less moaning, too. The infestation is surprisingly light here, but perhaps there was little incentive for the hive to spread to the least-populated side of the base. It clings mainly to the South wall, whereupon it carries on to the East and West. To the North, to Mio's surprise, lies a door in between the two blast doors that flank this chamber... the sign reads 'SENTIENT RESOURCES', set east of the oddly ornate black door. It looks so very out of place... and the hive seems to want nothing to do with it. To the East, Corridor B stretches off, tiles giving way to brass-toned grating and exposed piping. To the West, the more heavily infested Corridor A remains.">><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- It feels strange to compare the sheer scale of hive-growth to the west to the completely clean tiles beneath her feet here.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 C">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Checkpoint B 1-1">>
<<set $tile_left to "Corridor A 4-3">>
<<set $tile_down to "Checkpoint B 3-1">>
<<set $tile_right to "Checkpoint B 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Checkpoint_B_Desc to "Checkpoint B contains significantly less surprises than Checkpoint A did - far less moaning, too. The infestation is surprisingly light here, but perhaps there was little incentive for the hive to spread to the least-populated side of the base. It clings mainly to the South wall, whereupon it carries on to the East and West. To the North, to Mio's surprise, lies a door in between the two blast doors that flank this chamber... the sign reads 'SENTIENT RESOURCES', set east of the oddly ornate black door. It looks so very out of place... and the hive seems to want nothing to do with it. To the East, Corridor B stretches off, tiles giving way to brass-toned grating and exposed piping. To the West, the more heavily infested Corridor A remains.">><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- What little hive-flesh managed to infiltrate this sector has stuck firmly to the south wall, climbing across it in a hasty, haphazard manner on its way further east.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 C">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Checkpoint B 2-1">>
<<set $tile_left to "Corridor A 5-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Checkpoint B 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- While the road ahead to the east doesn't look all that intimidating, Mio can't help but feel a strange pit deep within herself, as though she's staring out over an endless abyss. That's... concerning. Is this one of those 'gut feelings' she's heard about?@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Checkpoint B 1-2">>
<<set $tile_left to "Checkpoint B 2-1">>
<<set $tile_down to "Checkpoint B 3-2">>
<<set $tile_right to "Corridor B 2-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Checkpoint_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The hive's growth here is, frankly, feeble. A few lesser tentacle lazily sway from off the wall, none longer than two feet in length, and none thick enough to exert any meaningful force. They know it, too: as Mio passes, they shrink away from her.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Checkpoint B 2-2">>
<<set $tile_left to "Checkpoint B 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor B 3-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Sentient_Resources_Desc to "Stepping from the checkpoint into this office is like taking a single step from one world to completely different one. Tiles immediately give way to a surprisingly lush interior, looking more like a room in a scenic castle than on a science base. Red, black and purple dominate the theme, with a lush red carpet that swoops with black, curving lines around the edges and dancing in the corners. The walls are a rich plum purple with a faint lilac floral design, while the ceiling is adorned with a black chandelier made from a heavy, dull metal, ornate in swooping waves.<br><br>A single desk sits in the middle of the room, with two chairs on the Eastern exit side, and one much more ornate one on the dead end West. Flanking North and South are many filing cabinets, and a slender terminal sits upon the somewhat messy desk, papers scattered here and there.<br><br>">>
<<if $Iziria_Safe is 1>>
<<set $main_secondary_desc to "The room is somewhat less glam after the rampage of Iziria's pet, of course. The carpet has sustained multiple acid wounds, for one...">>
<<else>><<set $main_secondary_desc to "Perhaps the most striking feature of this gothic ensemble, saving the best for last, is the gigantic obsidian-black sarcophogus shaped like some sort of demonic fertility idol behind the desk. Hips for days, with a carved exterior resembling a demonic woman with her eyes closed, face somehow serene and cheeky all at once. Worryingly, a pair of black, ink-slick tentacles jut from behind it, 'eying' Mio like snakes. Mio doesn't know what it is, but... it's tentacular. In this place, that means it's bad, right?">>
<</if>>
<<set $main_desc to $Sentient_Resources_Desc>><<if $desc_temp is $main_desc>>$main_desc $main_secondary_desc <<else>>@@.shud;$main_desc $main_secondary_desc @@<</if>> <hrt><hr></hrt>
@@.shud;-- Upon the north wall lies a painting: hewn from aggressive, jagged brushstrokes, it depicts what looks to be a old western town under an arid, warm sunset. It's an odd choice considering the gothic decor of the room - at least, in terms of what it shows. Style-wise, it fits right in. <hrt><hr></hrt>
<<if $MS_Iziria_Quest is 0>>
<<set $MS_Iziria_Quest to 1>>
<b>Started Quest 'The SR Rep From Hell'. Check log for more details.</b>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_SENTIENT_RESOURCES>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $marker1_icon_right to 120>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MS_Iziria_Quest is 1>>
<<set $map_1_marker to $marker_skull>>
<</if>>
<<if $MS_Iziria_Quest is 2>>
<<set $map_1_marker to $marker_NPC>>
<</if>>
<<if $Iziria_Safe gte 1>>
<<set $map_1_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Checkpoint B 1-1">>
<<set $tile_right to "Sentient Resources 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc $main_secondary_desc <hrt><hr></hrt>
@@.shud;-- The desk here is hewn from black stone! It's polished to an immaculate shine, too... the sheer mess of papers strewn across it really does the craftsmanship a disservice. <hrt><hr></hrt>
<<if $MS_Iziria_Quest is 1>>
The sarcophagus beckons, warning Mio with two quivering, blade-tipped tendrils hovering either side of its 'shoulders'.
<br><br>
<<link "(FIGHT) Attempt to free the person trapped within." "Combat Enemy Beezlebuu Intro">><</link>>
<hrt><hr></hrt><</if>>
<<if $MS_Iziria_Quest is 2>>
The Succubus is still fussing over the squishy black thing cradled to her chest. She stares daggers at Mio... perhaps it would be best to apologize, and work backwards from there?
<br><br>
<<link "Apologize to the Demon." "Iziria Quest 1">><</link>>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $marker1_icon_right to 120>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MS_Iziria_Quest is 1>>
<<set $map_1_marker to $marker_skull>>
<</if>>
<<if $MS_Iziria_Quest is 2>>
<<set $map_1_marker to $marker_NPC>>
<</if>>
<<if $Iziria_Safe gte 1>>
<<set $map_1_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Sentient Resources 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if $MERCANOID_ChA_ENCOUNTER is 0>>
<<set $MERCANOID_ChA_ENCOUNTER to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Dizz Meeting">>
<<else>>
<<set $main_desc to $Checkpoint_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- On the one hand, Mio thinks she might just about be able to pull the pale Invari woman - she's thinking Wasp, judging by the stinger - out of the hive, considering how slowly it's fucking her. On the other hand... she's still jabbing her stinger into the spongey meat uselessly, almost like clockwork. Mio is pretty sure she's mindlessly lashing out, and doesn't fancy getting a stinger the width of a missile through her torso for her trouble - best leave this one to the professionals.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Corridor A 1-1">>
<<set $tile_right to "Checkpoint A 2-2">>
<<set $Shop to 0>><</if>>
<</nobr>><<nobr>>
<<if $MERCANOID_ChA_ENCOUNTER is 0>>
<<set $MERCANOID_ChA_ENCOUNTER to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Dizz Meeting">>
<<else>>
<<set $main_desc to $Checkpoint_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio has to give the Sneerz woman credit - even with a tentacle blasting unheard of quantities of aphrodisiac down her stuffed throat, she still manages to look indignant about it. Even with her entire face covered! That's just impressive. Any thoughts of trying to rescue her are drowned out by the potency of that smog whenever it slips out from her sealed lips... and from Dizz's earlier warning about removing people too deeply entrenched.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Checkpoint A 1-2">>
<<set $tile_left to "Checkpoint A 2-1">>
<<set $tile_down to "Corridor A 1-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>><</if>>
<</nobr>><<nobr>><<set $main_desc to $Checkpoint_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- To the west is a rather large gouge in the hive-flesh, already scarrified and beginning to fill back out. This, of course, was where Mio pulled Dizz from her prison. It seems... mournful, in her absence.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Annex B 5-3">>
<<set $tile_left to "no">>
<<set $tile_down to "Checkpoint A 2-2">>
<<set $tile_right to "Checkpoint A 1-3">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<set $main_desc to $Checkpoint_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The Axolotl girl encased in the hive here is getting the pounding of her life. Even though her upper body is almost entirely engulfed, Mio can hear her moaning and crying out loudly through that muffling layer of flesh. They're!... very positive noises.<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CHECKPOINT_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Annex B 5-4">>
<<set $tile_left to "Checkpoint A 1-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The infestation is thick along this entire stretch against the previously-closed checkpoint door, but it's particularly bad here, riding up against the edge of the wall to the west. Given that it originates from the immediate north, that's not surprising.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex B 4-2">>
<<set $tile_left to "no">>
<<set $tile_down to "Checkpoint A 1-2">>
<<set $tile_right to "Annex B 5-3">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- There's a somewhat thin trail of infestation here from chasm-to-checkpoint, north to south. Like how a trickling stream can eventually fill a lake, this single point of transferance has seen a huge growth of infestation to the south.
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 4-2">><<set $Intended_Location to "Annex B 2-2">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex B 4-1">>
<<set $tile_down to "Annex B 5-2">>
<<set $tile_right to "Annex B 4-3">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The moaning of those trapped within the hive walls to the immediate south is oddly dampened. Tentacle flesh: terrible for acoustics, great for soundproofing. Streamers, take note.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Annex B 4-3">>
<<set $tile_left to "Annex B 5-2">>
<<set $tile_down to "Checkpoint A 1-2">>
<<set $tile_right to "Annex B 5-4">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The infestation lies thick underfoot, here. It's piled up along the edge of the now-sunken blast door of the checkpoint to the south, akin to water in a listing ship... but meatier.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Annex B 4-4">>
<<set $tile_left to "Annex B 5-3">>
<<set $tile_down to "Checkpoint A 1-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The gaping chasm in the floor has ironically been reinforced from further collapse by the buildup of flesh and slime across the edges of the makeshift gorge. Mio is pretty sure it won't collapse further, but she still feels uneasy standing at its shore.
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 4-3">><<set $Intended_Location to "Annex B 2-3">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex B 4-2">>
<<set $tile_down to "Annex B 5-3">>
<<set $tile_right to "Annex B 4-4">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- While there <i>is</i> a single tile intact to the east, Mio doesn't fancy testing its structural integrity. Plus, she's pretty sure something is staring at her from within the roiling slime: no thanks!
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 4-4">><<set $Intended_Location to "Annex B 2-4">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex B 4-3">>
<<set $tile_down to "Annex B 5-4">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- While the infestation is relatively light here, the fumes generated by the chasm are stubbornly shifting northwards, back towards the Monster Pens. Smells like sex and wine.
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 2-2">><<set $Intended_Location to "Annex B 4-2">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex B 1-2">>
<<set $tile_left to "Annex B 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex B 2-3">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio carefully steps around the exposed tile, given that it's filled with slime. It makes her rethink all of the other 'intact' tiles...
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 2-3">><<set $Intended_Location to "Annex B 4-3">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex B 1-3">>
<<set $tile_left to "Annex B 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex B 2-4">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The slime is largely contained within the chasm, but that doesn't stop the occasional half-formed tendril from slithering over the edge, attempting to weakly entangle Mio's ankles as she walks. Ew.
<hrt><hr></hrt>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the chasm." "Annex B Jump DTT">><<set $Prior_Location to "Annex B 2-4">><<set $Intended_Location to "Annex B 4-4">><</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex B 1-4">>
<<set $tile_left to "Annex B 2-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex B 2-5">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The splatters of slime here are few and pitiful in size, but they're oddly sticky and firm. It's as if the infestation was cycling through different forms and consistencies before it arrived at its current mixture of flesh and slime.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Annex B 2-2">>
<<set $tile_right to "Annex B 1-3">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The doorway to the Monster Pens beckons to the north. It should be sealed shut, secure... but the door has been ripped cleaned out of its reinforced frame, lying flattened, bent, and covered in infestation. Mio has severe second thoughts about going in there.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Monster Pen Entryway 2-1">>
<<set $tile_left to "Annex B 1-2">>
<<set $tile_down to "Annex B 2-3">>
<<set $tile_right to "Annex B 1-4">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- A single holo-poster is just about visible through the caked hive-flesh upon the wall here. It blares an aggressive red and orange, and informs Mio that an outbreak has occurred! No shit.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 116>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex B 1-3">>
<<set $tile_down to "Annex B 2-4">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- There's a trail of infestation from the chasm right into the door to the west, Byproduct Research. That's probably not a good sign.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "Byproduct Research 2-3">>
<<set $tile_down to "Annex B 3-1">>
<<set $tile_right to "Annex B 2-2">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- <<if $M_iRIS_Met is 0>>There's enough space to squeeze past the vending machine and the edge of the chasm, thankully.<<else>>There's enough space to squeeze past iRIS and the edge of the chasm, thankfully. She's probably the only reason the chasm wasn't end-to-end of the room!<</if>><hrt><hr></hrt>
<<if $M_iRIS_Met is 0>><<link "Talk to the Vending Machine." "iRIS Interaction">><<set $Prior_Location to passage()>><</link>><<else>><<link "Talk to <span style='color:#ffc0e2'>iRIS</span>." "iRIS Interaction">><<set $Prior_Location to passage()>><</link>><</if>>@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Annex B 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Annex B 4-1">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<set $Annex_B_Desc to "This side of the facility is significantly more sterile in aesthetic, which is something of a triumph given that the south isn't exactly 'homey' to begin with. The tiles are lighter with a silver trim between them, and the decor is significantly reduced compared to the south... even if it was mostly corporate 'art'. All that remains on the walls are the signs for the various rooms connected to this annex. Oh, and the infestation, of course. <br><br>That's undeniably the bigger problem, especially considering that it's punched a massive hole in the floor. The northern end of the room is almost entirely separated from the south! It's just about possible to walk around it, though it looks jumpable with some effort - and assuming one doesn't slip on the slime that's pooling through the gaps between the damaged, cracked tiles. It even extends up to the ceiling, covering nearly everything save for a large, central lighting fixture - Mio hypothesizes that it's too hot for the flesh to comfortably cling to and engulf. That light bounces off the white tiles below and scatters through the humid gloom, casting shadows in odd directions and spans. Occasionally, a muffled, automated voice chimes in to remind employees of their scheduling, speakers too buried beneath meat for any of the droning, feminine words to make a lick of sense. To the West lies 'RESEARCH DORMITORY' low, and above that, 'BYPRODUCT RESEARCH'. In big, drastic letters flanking the narrow secure - but obliterated - doorway North are the words 'MONSTER - PENS'. The East is home to 'PRODUCT DEVELOPMENT', while to the South lies the overrun CHECKPOINT A and the rest of the facility.">><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio has to fight off the desire to simply walk to the west and retire to the tranquility of the Safe Room. Well... relative tranquility. To her North, meanwhile, <<if $M_iRIS_Met is 0>>lies a rather large vending machine of unusual design.<<else>>lies iRIS, the prototype vending machine!<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Annex B 3-1">>
<<set $tile_left to "WIP Quarters 1-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex B 4-2">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 1>>
<</nobr>><<nobr>><<set $main_desc to $Annex_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio has to step around a broken, dislodged tile to navigate this space. The open door to the primary product development labs lies to the immediate east, and while the fumes from the chasm are bad, the ones billowing out from the doorway are so much stronger!@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 3>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Annex B 2-5">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Product Development 2-1">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio is concerned about the cracks along these tiles. She decides it's best not to linger here...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 2>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Annex B 2-4">>
<<set $tile_down to "Annex B 3-5">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Research_Dormitory_Desc to "It may be unfinished, but it might as well be paradise... so long as one is careful to avoid stepping on any misplaced tools. The work-in-progress Research Dormitory's landing floor has a pleasant retro-future cream beige colour scheme and, bar a few loose wall tiles and aforementioned misplaced tools, seems to be mostly finished. It's spartan of lived-in touches, of course - the walls even where finished are blank of any decor - but a few plush couches currently missing the majority of their cushions have been installed to turn this into a little relaxation area.<br><br>To the West, stairs running one alongside the other lead down and up, with the northern stairs up leading to the main bulk of the residential module where a small balcony overlooks the ground floor. The southern downstairs leads to yet more rooms, though less further-along than these. To the North lies a vent in the wall, black metal rather stark in appearance against the soft tones and white trim of the rest of the room. To the East lies the secure-seal door keeping the infestation out.">><<set $main_desc to $Research_Dormitory_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- To the west, comfort, companionship, and safety. To the east!... well. Mio knows which direction she'd rather go, but also which direction she has to go.<hrt><hr></hrt>
<<include "Saferoom Chattergen">>@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 210>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Ervina_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 108>>
<<set $marker2_icon_top to 162>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Isolde_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_4_marker to $marker_grate>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 162>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters 1-2">>
<<set $tile_down to "WIP Quarters 2-3">>
<<set $tile_right to "Annex B 4-1">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A sofa is set against the east and south walls here, a corner-couch that looks fairly comfy even without its additional cushions. Good job, sofa-designers.<hrt><hr></hrt>
<span style="color:#3DE0E9"><b>Dizz</b></span> is here, dutifully doing what she can to aid Mio with the terminal she's yanked out of the wall. She glances up to acknowledge Mio with a smile, but says nothing.
<<link "Talk to <span style='color:#3DE0E9'>Dizz</span>" "Dizz Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<<include "Saferoom Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters 1-3">>
<<set $tile_left to "WIP Quarters 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Directly opposite the sofa to the south is one against the north wall here. In fact, Mio takes a quick measurement... wow! They're perfectly mirrored within a mere milimeter of fault. Whoever's contracted to build this expansion knows their stuff. Stairs up beckon to the west.<hrt><hr></hrt>
<<if $MERCA_Vent is 1>>
There's a rather larger ventilation shaft here, set flush against the floor on the nothern wall. <<link "Inspect the vent." "Vent Inspection">><</link>>
<hrt><hr></hrt>
<<elseif $MERCA_Vent gte 2>>
The ventilation shaft here is linked directly to Mio's breaching point. <<if $MERCA_Vent gte 3>>
<<link "Take a shortcut to the Storage Module" "Storage Module 2-2">><<dialog>>Mio slips into the vent and gets to crawling. It's an uneventful journey down to the Storage Module - she just deactivates the fan and climbs up.<</dialog>><</link>>
<<else>>
Nothing should impede Mio's path... in theory. She won't know until she's down there. <<link "Take a shortcut to the Storage Module" "Combat Enemy Bearslug Intro">><<set $MERCA_Vent to 3>><<set $Prior_Location to "Storage Module 2-2">><</link>>
<</if>>
<hrt><hr></hrt><</if>>
<<if $MS_Head_Over_Heels is 1 and $MERCA_Vent gte 3>>
Mio can access the ventilation system from here. Perhaps she can find a way to trigger the stuck vent in Habitat A-3? <<link "(HANDIWORK $Player_skill_handiwork_actual/2) Go vent-crawling for a solution." "Head Over Heels Handiwork">><<set $Prior_Location to "WIP Quarters 1-2">><</link>>
<hrt><hr></hrt><</if>>
<<if $Ervina_Safe is 1>>
<span style="color:#fcc879"><b>Ervina</b></span> is here, lounging upon her back on her chosen sofa without a care in the world, one leg lazily hanging off of the edge. Her visor sweeps to track Mio.<br><br>
<<link "Talk to <span style='color:#fcc879'>Ervina</span>" "Ervina Interaction">><<set $Prior_Location to passage()>><</link>>
<hrt><hr></hrt><</if>>
<<include "Saferoom Chattergen">>@@
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 210>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Ervina_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 108>>
<<set $marker2_icon_top to 162>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Isolde_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_4_marker to $marker_grate>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 162>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters 1-1">>
<<set $tile_down to "WIP Quarters 2-2">>
<<set $tile_right to "WIP Quarters 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Another couch lies against the south wall, the right-hand side of it occupied by a few discarded tools. Stairs down into the gloom of the sub-level await to the west.
<hrt><hr></hrt>
<<if $Isolde_Safe is 1>>
<span style="color:#FF6F37"><b>Isolde</b></span> is here, dominating the couch with her toned arms spread across the backrest, neck craned back, staring at the ceiling. Her heavy, striped tail lifts up and -whumps- back onto the ground in a bored rhythm.
<br><br>
<<link "Talk to <span style='color:#FF6F37'>Isolde</span>" "Isolde Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters 1-2">>
<<set $tile_left to "WIP Quarters 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Research_Dormitory_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- These stairs are uniform in size and placement, and lead directly up to the top level where the bulk of the dormitaries are. Well - will be. They're not finished yet. A generously tall guardrail is joined by a recessed groove about halfway down, providing support for both the tall and short.@@<hrt><hr></hrt>
<<include "Saferoom Chattergen">>@@
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 210>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Ervina_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 108>>
<<set $marker2_icon_top to 162>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Isolde_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_4_marker to $marker_grate>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 162>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Lvl1 2-5">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Research_Dormitory_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The stairs down here are a little gloomy - the sub level isn't lit as well as the rest of the dormitory sector. Still, nothing to worry about. It's not as if Mio is scared of the dark! She insists.<hrt><hr></hrt>
<<include "Saferoom Chattergen">>@@
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 210>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Ervina_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 108>>
<<set $marker2_icon_top to 162>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Isolde_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_4_marker to $marker_grate>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 162>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Sublevel 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Byproduct_Research_Desc to "This room's been put through the wringer. It's unclear if the combined tentacle infestation took offence to some of the projects underway in this small lab, or if there were some violent reactions to the chemicals being developed here. Either way, the hive lies thick and thriving. The room consists of three main surfaces - a large island in the middle with sinks and gas hookups for lab equipment, mirrored by smaller but wall-to-wall workplaces along the south and north walls. Four computers - two either side - lie upon and beneath these surfaces, but they've been completely and utterly filled with hive-muck, the case of one such computer bulging outwards from the mass trapped within.<br><br>A doorway lies to the West, looking to be utterly covered in the hive's growth. The only reason Mio was able to enter in the first place is because the door to the East from whence she came is jammed open, by contrast.">><<set $main_desc to $Byproduct_Research_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio makes a note of the damage to the floor in this room. It might honestly be safer to walk on the hive growth instead of the bald patches of tiles. Of course, she could always just step east and leave this nasty place.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_BYPRODUCT_RESEARCH>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Byproduct Research 1-3">>
<<set $tile_left to "Byproduct Research 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "Annex B 2-1">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<<set $map_1_marker to $marker_chest>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $MERCANOID_Lube is 1>>
<<set $map_1_marker to $marker_look>>
<</if>>
<<set $map_3_marker to $marker_terminal>>
<<set $marker3_icon_right to 60>>
<<set $marker3_icon_top to 162>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_chest>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<if $MS_BR_Locker_1 is 1>>
<<set $map_4_marker to $icon_marker_blank_48>>
<</if>>
<<set $map_5_marker to $marker_chest>>
<<set $marker5_icon_right to 108>>
<<set $marker5_icon_top to 234>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<if $MS_BR_Locker_2 is 1>>
<<if $MS_Acid_Obtained is 0>>
<<set $map_5_marker to $marker_look>>
<<else>>
<<set $map_5_marker to $icon_marker_blank_48>>
<</if>>
<</if>>
<<set $map_6_marker to $marker_terminal>>
<<set $marker6_icon_right to 180>>
<<set $marker6_icon_top to 210>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio steps with care after almost putting her foot clean through a broken tile on the floor. That would've been an awkward situation.
<hrt><hr></hrt>
The growth upon the walls eases up slightly here, revealing a row of storage lockers for various experiments. Only two of them look to be accessible without some serious flesh-excavation, however - a concept which makes Mio shudder.
<br>
<<if $MS_BR_Locker_1 is 0>>
The locker on the left is closed. <<link "Open it." "Mimic Surprise">><<set $Prior_Location to passage()>><<set $MS_BR_Locker_1 to 1>><<set $map_4_marker to $icon_marker_blank_48>><</link>>
<<else>>
The locker on the left lies open and severely deformed from the hasty exit of its Mimic infiltrator. Nothing useful survived...
<</if>>
<br>
<<if $MS_BR_Locker_2 is 0>>
The locker on the right is closed. <<link "Open it." "Byproduct Research 2-2">><<set $en to $en + 1>><<set $MS_BR_Locker_2 to 1>><</link>>
<<else>>
The locker on the right lies open. It's somewhat sparse in contents, but at least everything is labelled. Most of what's there is of... dubious use.
<<if $MS_Acid_Obtained isnot 1>>
One thing does pop out to Mio: a secure canister of something labelled 'territorial acid'. A small note affixed to the canister remarks that it is 'acid produced by certain breeds of tentacle monster explicitly to harm other tentacle monsters'. Interesting...
<br>
[img[$Territorial_Acid_Icon]] <<link "Pick it up?" "Byproduct Research 2-2">>
<<set $MS_Acid_Obtained to 1>>
<<set $en to $en + 1>>
<<set $map_5_marker to $icon_marker_blank_48>>
<<include "Territorial Acid Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<<else>>
Mio took the Territorial Acid from this locker.
<</if>>
<</if>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Byproduct Research 1-2">>
<<set $tile_left to "Byproduct Research 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Byproduct Research 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio can barely make out a sign upon the hive-gunked door to the west here. Something... onics Rese... something. Well, it's enough to figure out it means Hydroponics Research. Unfortunately, the door is completely cemented shut.
<br><br>
However, the control panel to the door includes a secure door-camera, likely for use in lockdown situations just like this one! Perhaps Mio can check on the status of those within. <<link "(SCENE) Check the security recordings." "Byproduct Research 2-1">>
<<set $en to $en + 1>>
<<dialog>>
<<include "Bonus Scene Cassia">>
<</dialog>>
<</link>>
@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Byproduct Research 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Byproduct Research 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A series of cabinet shelves are mounted in the corner wall here, which brings them somewhat out of reach of the hive. By this, it is of course meant that the shelves are only <i>mostly</i> full of pulsating, living flesh, instead of <i>entirely.</i> Hooray for small mercies, Mio!@@<hrt><hr></hrt>
<<if $MERCANOID_Lube isnot 1>>
Nestled in the corner of a shelf here are a pair of canisters identical in size, differentiated only by the colour of their casings: one bright orange, and one bright yellow.
<br><br>[img[$Orange_Canister_Icon]] [img[$Yellow_Canister_Icon]] <<link "Pick them up?" "Byproduct Research 1-1">>
<<set $MERCANOID_Lube to 1>>
<<set $en to $en + 1>>
<<set $map_1_marker to $marker_look>>
<<include "Orange Canister Pickup">> <<include "Yellow Canister Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</link>>
<<else>>
Where once lay dangerously unlabelled canisters now lies: nothing!
<br><<link "(SCIENCE $Player_skill_science_actual/3) Look for a chemical reference system." "Cybernetic Slip And Slide Science">><</link>>
<</if>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Byproduct Research 2-1">>
<<set $tile_right to "Byproduct Research 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This central workspace - both upon the central island and along the north wall - is probably a lot easier to utilize when its surface isn't unevenly coated in meat. Shame. Mio could've used another workbench.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Byproduct Research 1-1">>
<<set $tile_down to "Byproduct Research 2-2">>
<<set $tile_right to "Byproduct Research 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- One of the terminals here is stuck in a failure loop of rebooting onto a deep blue screen, going black, and then starting again. Mio sighs - she can relate. Hang in there, buddy.
<hrt><hr></hrt>
<<if $MERCANOID_Blankenship_Quest is 0>>
A terminal seems to be broadcasting a corrupted video clip on loop... From afar, Mio can see a fair-skinned, sharp-earred woman with mature but graceful vibes contending with the grappling grip of a monster that's anything but!
<<else>>
A terminal seems to be broadcasting a corrupted video clip on loop... It's Professor Blankenship, the Elf woman entangled in the tentacular grasp of an intruder in her suite!
<</if>>
<<if $MERCANOID_Blankenship_Quest is 0 or $MERCANOID_Blankenship_Clip_1 is "Byproduct Research 1-3">>
<<link "Investigate the clip" "Blankenship Clip 1">>
<<set $MERCANOID_Blankenship_Clip_1 to "Byproduct Research 1-3">>
<</link>>
<<elseif $MERCANOID_Blankenship_Quest is 1 or $MERCANOID_Blankenship_Clip_2 is "Byproduct Research 1-3">>
<<link "Investigate the clip" "Blankenship Clip 2">>
<<set $MERCANOID_Blankenship_Clip_2 to "Byproduct Research 1-3">>
<</link>>
<<elseif $MERCANOID_Blankenship_Quest is 2 or $MERCANOID_Blankenship_Clip_3 is "Byproduct Research 1-3">>
<<link "Investigate the clip" "Blankenship Clip 3">>
<<set $MERCANOID_Blankenship_Clip_3 to "Byproduct Research 1-3">>
<</link>>
<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Byproduct Research 1-2">>
<<set $tile_down to "Byproduct Research 2-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Product_Development_Desc to "Product Development doesn't look like it'll be developing any products any time soon, but who knows? That'll depend on the efficiency of the Cleaners. It's not Mio's problem. What is her problem is the prodigious growth of the hive in this area. With the bulk of the infestation trapped on this side of the facility, bar the few spores that made it south to begin the growth cycle over again there, the hive has busied itself with expansion and dominion over those it was able to capture.<br><br>In this room, the slithering, wet noises of the hive compete to be heard over the chorus of blissful, bewildered cries of its prizes.<br><br>Bodies line the walls and even ceiling, all alive but equally all well-embedded. A number of workstation islands dot the middle of the room, creating a plus-shaped path between them for access to each side of each square. To the East, a massive bay window overlooking the main test chamber has been blinded with a thick layer of tentacle-flesh melded to it from within, the control panel beneath it selectively compromised by meat. To the North and South lie exits to additional test chambers - A and B respectively - while the Annex lies to the West, far more welcoming than the smog-thick den of sin before Mio.">><<set $main_desc to $Product_Development_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio feels the humid smog of this hive hotbed billowing past her, as if every last particle is eager to explore and infest the world beyond this room.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_PRODUCT_DEVELOPMENT>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 186>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 0>>
<<elseif $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 1>>
<<set $map_1_marker to $marker_NPC>>
<<elseif $Quest_Operation_Rosebud_Stage gte 5>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_2_marker to $marker_message>>
<<set $marker2_icon_right to 132>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 186>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_message>>
<<set $marker4_icon_right to 84>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "Product Development 1-1">>
<<set $tile_left to "Annex B 3-5">>
<<set $tile_down to "Product Development 3-1">>
<<set $tile_right to "Product Development 2-2">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- The exit off to the west looks all the more tempting as the flat ground of sterile tiles begins to tilt and give way to a rising mound of flesh, heaped high up to the smashed observation window to the east. Reaching taller than Mio stands, this space puts her directly in the center of a dozen moaning, writhing tentacle-bound voices... which is distracting, to say the least.@@ <hrt><hr></hrt>
A portable terminal has fallen to the floor here, but it looks functional. <<link "Read the last log.">>
<<dialog>>
<i><b>Researcher Jamuzi - The Shy Shambler:</b>
<br><br>
We had an odd one today. A standard test scenario on the new v1.4 Shamblers revealed an anomaly: one of the poor little guys simply wasn't feeling up to it. Now, the majority of our products are simple machine cores wrapped in biomechanical parts, but that doesn't mean that little miracles don't happen. This Shambler clearly had opinions of its own, and among them: 'I Don't Feel Like Fucking'.
<br><br>
Well, fair enough. People seemed a little confused about what to do, so, yet again, it's up to the 'least likely Researcher to have her head on straight' to have her head on straight, as usual. Just because I have trouble typing with these claws doesn't mean-- ugh, I digress. As per emergence protocols, the Shambler was removed from the test group and moved to an observation chamber to study its behaviour, give it the usual batch of sentience tests. It could just be a matter of a few crossed wires, but we'll figure out pretty fast if it's actually got more going on in that core.
<br><br>
Personally, I kind of hope so. Actualized subjects often make pretty great employe
<br><br>
Oh, that alarm isn't good. Uh-- shutting down for nowesxcv
</i>
<br><br>
The entry ends abruptly. The keys below 'w' have been accidentally gouged out, and a few claw marks on the work island indicate that the writer was suddenly dragged away.
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Development 1-2">>
<<set $tile_left to "Product Development 2-1">>
<<set $tile_down to "Product Development 3-2">>
<<set $tile_right to "Product Development 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;--
<<if $Player_FUM_Experience is 0>>
<<set $Quest_Operation_Rosebud_Stage to 4>>
<</if>>
<<if $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 0>>
Flanked on all sides by debauchery and lust, Mio spies something slowly spinning from a lanyard half-sucked into the meat-covered edges of the smashed observation window. Just above a bloated-looking 'boulder' of flesh that undulates lazily, largely blocking access into the hive-filled test chamber... there's a keycard! Mio will have to climb to get it.
<br><br>
<<link "Carefully retrieve the keycard." "Combat Enemy FUM Intro">><<set $Prior_Location to passage()>><</link>>
<<elseif $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 1>>
The Elven Researcher is just about able to remain standing, but she fans herself frantically with one hand, her coat hanging open around her bombshell body, all trim and taut and fit, yes, but <i>stacked,</i> especially in the chest. Mio didn't really notice just how pretty she was until she got her into better light, too. Smooth skin, slight tan with rosey cheeks. Dazzlingly bright emerald eyes half-hidden beneath the raised cheeks of her smile.
<br><br>
<<link "Check if she's alright." "Selene Post-FUM Cutscene">><</link>>
<<elseif $Quest_Operation_Rosebud_Stage gte 5>>
The growth of flesh that half-plugged the observation window shut has stopped moving entirely. It seems without the FUM there to rule over it, the hive in this area has lost direction... motivation. Mio feels like this won't last for long, unfortunately.
<</if>>
@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<if $Player_FUM_Experience is 1>>
<<set $en to $en - 1>>
<</if>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 186>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 0>>
<<elseif $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 1>>
<<set $map_1_marker to $marker_NPC>>
<<elseif $Quest_Operation_Rosebud_Stage gte 5>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_2_marker to $marker_message>>
<<set $marker2_icon_right to 132>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 186>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_message>>
<<set $marker4_icon_right to 84>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "Product Development 1-3">>
<<set $tile_left to "Product Development 2-2">>
<<set $tile_down to "Product Development 3-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Product_Development_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Given the sheer quantity of infestation in this chamber, it's surprising that it does not infiltrate the area to the north. Instead, it cakes around the doorframe, travelling along the west wall onto the north and coursing across to meet the main mass of hive to the east.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_PRODUCT_DEVELOPMENT>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 186>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 0>>
<<elseif $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 1>>
<<set $map_1_marker to $marker_NPC>>
<<elseif $Quest_Operation_Rosebud_Stage gte 5>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_2_marker to $marker_message>>
<<set $marker2_icon_right to 132>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 186>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_message>>
<<set $marker4_icon_right to 84>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $tile_up to "Product Testing A 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Product Development 2-1">>
<<set $tile_right to "Product Development 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- There's a bald patch in the ever-growing hive here, but udging by the swell in the belly of a woman encased firmly just to the north that won't be a problem for long. Save for that rich, brown skin slick and shiny with sweat and stretched taut with seed and spawn, Mio has absolutely no way of identifying her further - she's that deeply entrenched, even her moans stifled into nigh-silence.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Product Development 1-1">>
<<set $tile_down to "Product Development 2-2">>
<<set $tile_right to "Product Development 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- Upon the northern wall, up this steep incline of mountainous hive-flesh, a body of brilliant blue hues shines like a lantern in the surrounding purple gloom. An aquatic Vari for sure - slick scales that catch the light, frilly coral-red frills dancing down what little is visible of her limbs. The upside is that she's evidently getting plenty of hydration... outside, and in. <i>Glrk... glouughk... glkk.</i> The window to the east is almost entirely covered in slime, but Mio can just about make out writhing shadows within.@@ <hrt><hr></hrt>
A datapad is hanging from a charging cord next to a writhing, moaning lump in the flesh-wall. <<link "A voice recording? Listen in.">>
<<dialog>>
<i><b>Security Constable Melissa - Voice recording - Hive!!:</b>
<br><br>
"Well, shit. I'm trying not to take it personally, but stopping this exact situation is part of my job, so... phooey. Here I am, embedded up to my hips in meat, just like everyone else in the main testing labs. I was just a bit better at dodging, so I'm not totally stuffed--"
<br><br>
(The sound of dampened fabric being torn is heard.)
<br><br>
"... Yet. I never really liked being in Security anyway, maybe this is my chance to try out my Researching chops! Let's see, uh-- the Hive is... really purple, for one. Like, more so than usual? That might be my imagination, the lighting's pretty bad in her-OoUOUOH!!"
<br><br>
(Obscenely biological smacking noises rise in volume.)
<br><br>
"Hnnrngnhnn ok it's-- y-yeah, it's fuckin' me. Hard. Holy SHIT-- s-slow down, it's not like i'mMMHHh GoIING anywhere!!-- Oughfuck oughFUCk-- Ok!-- Focus!-- FffFfFF-- T-the Hive is expressing elevated levels of aggression, p-possibly due to the sheer number of entrapped partners it has to copulate with in one rRrRRrrooooom!-- B-but-- I'm not a scientist-- but I-- th-theorize-- that maybe the <b>big guy</b> has elevated things furthh--MMPGH!-- GLRK-- GLRKGH-- GLRKH-- GLRKGHH-- GLREKH-- GLKERKH-- GLUHK-- GLUHK-- GLK-GLk-GLk-GLKH--GLLLUKH--"
</i><br><br>
It's just lurid gagging noises past this point. No need to listen any further.
<br><br>
<<linkreplace "Listen further.">>
... Alright.
<br><br>
<i>"GLOUGhk-- GLOUGHhk-- GLGKH-- GRLK-- GRLOHGH-- GLRKGh-- grlkgh-- glhk-glhk-ghlk-ghlk-ghlk-ghlk-ghlkhkhkhsssph-- Grplpssk!-- Slpkh-- Slgkh-- Glh-glkh-glhk-glhk-ghlk-ghlkGLHKGLHKGHLKGHL--Glrukjk!!--"</i>
<br><br>
See?
<</linkreplace>>
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <hrt><hr></hrt>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Product Development 1-2">>
<<set $tile_down to "Product Development 2-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- An effeminate looking man with a twitching vulpine tail hangs upside down way up upon the ceiling, legs and arms encased in fleshy stalactites. The spongey material gives him plenty of room to sway and shudder, which he does so for anything salacious upon his form that <i>could</i> be occupied <i>is</i>. Off to the south, meanwhile, is an oasis of vibrant red skin against the purple flesh, sinfully devilish, a feminine rump protruding from the hive and identified only by the frantic spasming and curling of her spaded tail as both holes are plunged into by coiling, veined tentacles.@@ <hrt><hr></hrt>
A work terminal in one of the island desks here is still functional. <<link "Looks like an email argument...">>
<<dialog>>
<i><b>Researcher Mitchell - Imp DNA:</b>
<br><br>
You've been told, again and again and again, that we can't get you samples of Imp DNA for research purposes. And you, again and again and again, have just resubmitted the request anyway. Sure, they have tentacles, shapeshifting capabilities - perfect fit to base a product off of, right? No! Even looking past their position in Galactic society, even looking past the insane legal power they wield due to those positions; Imps are not going to share any information about themselves that they don't want us knowing.
<br><br>
We HAVE Imp samples, DNA, fluids. They're locked up. They're locked up because we found the gal we had researching them slumped over her workstation giggling like a happy little idiot, because the samples did -something- to her brain after she bothered them enough. Someone sneaked a look at the slide under the microscope, and it'd somehow rearranged itself into the words 'Naughty naughty, no peeking.'
<br><br>
That got the message across pretty loud and fuckin' clear. We don't fuck with the Imps, and in return, they don't turn our brains into pink-gray goo. So, with that in mind, if you submit this request one more time, I will personally take those samples out of lockup and shove them down your throat. Love and kisses, Mitchell.</i>
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Development 2-2">>
<<set $tile_left to "Product Development 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Product Development 3-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
$main_desc <hrt><hr></hrt>
@@.shud;-- Mio is surprised to see a fellow Synthetic encased in the flesh on the south wall here - but given how little of her - him? - them is visible, she can't be sure they aren't 'merely' just heavily augmented. Tentacles writhe not only across their pale, taut stomach - one of the few things exposed - but also slither into the delicate mechanics of their mechanical limbs. The observation chamber to the east, meanwhile, is shadowed under layers of slime and hive-growth... but Mio can make out so much movement within.@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Development 2-3">>
<<set $tile_left to "Product Development 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<if $Jiikii_Safe is 1>>
<<set $Product_Testing_A_Desc to "Of all the things Mio was expecting to find in this facility, a film set - complete with lighting, camera and sound drones - was not on that list. To the East lies precisely that, with the cramped entryway of the testing chamber before the protective barrier screen devoted to producing the filming, while the chamber is the set itself. It's done up to resemble the bridge of a spaceship of contemporary design - mid-sized, maybe a tanker, three stations and moderate standing room.<br><br>Jii'Kii no longer occupies the Captain's chair, though plenty of purple slop and gloop lies splattered about the set in the wake of Mio's defense.">>
<<else>>
<<set $Product_Testing_A_Desc to "Of all the things Mio was expecting to find in this facility, a film set - complete with lighting, camera and sound drones - was not on that list. To the East lies precisely that, with half of the testing chamber before the protective barrier screen devoted to producing the filming, while the other half is the set itself. It's done up to resemble the bridge of a spaceship of contemporary design - mid-sized, maybe a tanker, three stations and moderate standing room. Slumped across the captain's chair, however, lies a nude, green-skinned woman with circuit-print skin markings in faint purple that adorn her limbs... save for the right arm that's been replaced up to the shoulder with a sleek Sneerz-tek prosthetic. This makes sense, given that the woman - with her fluffy pastel-pink mohawk, twitching little antennae and those aforementioned markings - is obviously a Sneerz herself. She seems to be unconscious, stuck to her seat by globs of purple gel - arms stuck above her head by her wrists, legs stuck spread over each arm of the seat. She looks 'well-used', but alone.">>
<</if>>
<<set $main_desc to $Product_Testing_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- This rather cramped space is both the entryway into the chamber <i>and</i> the paired control room for it. It's even more cramped thanks to the presence of a number of clunky additional attachments to that control panel... odd. Mio can't discern their function.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_PRODUCT_TESTING_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Product Development 1-1">>
<<set $tile_right to "Product Testing A 2-2">>
<<if $Jiikii_Safe is 0>>
<<set $map_1_marker to $marker_look>>
<<set $marker1_icon_right to 84>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_2_marker to $marker_skull>>
<<set $marker2_icon_right to 84>>
<<set $marker2_icon_top to 186>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 60>>
<<set $marker3_icon_top to 186>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The ship set even has projection screens that're set to mimic the depth and sensation of peering out of a window onto unknown stars... very unknown. This view of the Galaxy is completely falsified!@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Product Testing A 2-2">>
<<set $tile_right to "Product Testing A 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $main_desc to $Product_Development_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The hive seems strangely uninterested in moving into the room to the south, but perhaps it already infiltrated that room via other means? Or maybe it's avoiding it for other reasons...@@ <hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_PRODUCT_DEVELOPMENT>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_key>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 186>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_2_marker to $marker_message>>
<<set $marker2_icon_right to 132>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_message>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 186>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_message>>
<<set $marker4_icon_right to 84>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<if $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 0>>
<<elseif $Quest_Operation_Rosebud_Stage is 4 and $Player_FUM_Experience is 1>>
<<set $map_1_marker to $marker_NPC>>
<<elseif $Quest_Operation_Rosebud_Stage gte 5>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Product Development 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Product Testing B 1-1">>
<<set $tile_right to "Product Development 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The smaller seats aren't as grandioise as the central captain's one. It doesn't matter what class of ship you're on: if there's more than one seat, then one seat gets to be the fanciest, and the others get to eat dirt; comparatively speaking.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Product Testing A 1-2">>
<<set $tile_down to "Product Testing A 2-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Product_Testing_B_Desc to "The southern Product Testing chamber has seen better days, even by the standards of this overrun facility. The entryway is smashed all to pieces - something particularly large and powerful left this place in a hurry, but it left plenty of clinging, needy hive-meat behind in the process. The observation window that bars the West side of the room and exit from the East side, where the testing actually takes place, has been forced open - the sliding transparent door lies crammed at a bad angle into the northern wall. Tentacles have begun to creep across it from both sides... it seems the set beyond was replicating a typical apartment living room, but the furniture within the half-set is now thoroughly sodden with slime and suspiciously white slop.">><<set $main_desc to $Product_Testing_B_Desc>><<if $desc_temp is $main_desc>>$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>><<else>>@@.shud;$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>>@@<</if>> <hrt><hr></hrt>
@@.shud;-- This rather cramped space is both the entryway into the chamber <i>and</i> the paired control room for it. A slender bank of buttons, screens and whatzits flash and blink at Mio to the south, while the door into the chamber proper - a big, transparent screen - lies to the East.<hrt><hr></hrt>
<<if $MERCANOID_Anemone_Revealed is 1 and $MERCANOID_Anemone_Lift is 0>>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/3) Attempt to jump over the Trapmaw." "Trapmaw Acrobatics LTR">><</link>>
<br>
<<link "(HANDIWORK $Player_skill_handiwork_actual/4) Attempt to rig the door into a bridge." "Trapmaw Handiwork">><</link>>
<br>
<<link "(LIFT $Player_skill_lift_actual/4) Kick the door down." "Trapmaw Lift">><</link>>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<set $encounter to "k1 B">>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_PRODUCT_TESTING_B>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Product Development 3-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Trapmaw Encounter Discovery">>
<<if $MERCANOID_Anemone_Revealed is 1>>
<<set $tile_right to "no">>
<<if $MERCANOID_Anemone_Lift is 1>>
<<set $tile_right to "Product Testing B 1-2">>
<</if>>
<</if>>
<<set $Shop to 0>>
<<if $MERCANOID_Anemone_Revealed is 1>>
<<set $map_1_marker to $marker_jump_side>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_2_marker to $marker_skull>>
<<set $marker2_icon_right to 120>>
<<set $marker2_icon_top to 174>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<if $MERCANOID_Anemone_Lift is 1>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<</if>>
<<set $map_3_marker to $marker_something>>
<<set $marker3_icon_right to 132>>
<<set $marker3_icon_top to 234>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_terminal>>
<<set $marker4_icon_right to 108>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<</nobr>><<nobr>>$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>><hrt><hr></hrt>
@@.shud;-- Mio can't help but look down as she traverses the makeshift bridge, grimacing at the way the colourfully strobing Trapmaw gums and suckles at the glass as it tracks her feet upon it. It... REALLY wanted to eat her.@@<hrt><hr></hrt>
<<if $Scene_Trapmaw isnot 1>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<br><br><b>(Scene 'Trapmaw' unlocked in the Fantasize gallery!)</b>
<hrt><hr></hrt>
<</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Product Testing B 1-1">>
<<set $tile_down to "Product Testing B 2-2">>
<<set $tile_right to "Product Testing B 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>><hrt><hr></hrt>
@@.shud;-- As part of this living room set, a classic thick-bodied television - so retro! - was placed upon this low-set cabinet. Was. Now it lies in pieces, having been knocked over by something...<hrt><hr></hrt>
<<if $MERCANOID_Anemone_Revealed is 1 and $MERCANOID_Anemone_Lift is 0>>
<<link "(ACROBATICS $Player_skill_acrobatics_actual/2) Attempt to jump over the Trapmaw." "Trapmaw Acrobatics RTL">><</link>>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Product Testing B 2-3">>
<<set $tile_right to "no">>
<<if $MERCANOID_Anemone_Lift is 1>>
<<set $tile_left to "Product Testing B 1-2">>
<</if>>
<<set $Shop to 0>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>><<set $main_desc to $Monster_Pens_Entryway_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The further Mio gets into the overrun Pens, the more oppressive the atmosphere becomes. Which is sort of appropriate. Still, she sight of the broken chamber directly to the north and the sheer thickness of the infestation on the ground makes her want to run south.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Monster Pen Corridor 1-4">>
<<set $tile_left to "no">>
<<set $tile_down to "Monster Pen Entryway 2-1">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pen_E_Desc to "An odd Pen indeed, E seems to be replicating an urban alleyway. Brick walls, narrow quarters, ladders and softly lit windows above... trashcans. A habitat for monsters that lurk in the dark, that feed off of the refuse of civilized peoples... oh, look, that graffiti is spelled wrong. How authentic!">><<set $main_desc to $Monster_Pen_E_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- It's a sign of TentaCo's devotion to authentic experiences that this simulacrum of an old-urban city alleyway even has genuine graffiti on the walls. 'SARA CAN TAKE TWO SHAMBLERS AT ONCE'. Good for her.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Monster Pen Corridor 1-5">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen E 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pens_Entryway_Desc to "This narrow corridor features not one, not two, but three secure pressure-seal blast doors.<br><br>All three of them have been brutally bent out of their frames by something with immense strength, pushed out from the North, leading South.<br><br>Concerning is an understatement.">><<set $main_desc to $Monster_Pens_Entryway_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The three ruined security doors lie to the North. The hive coats every surface possible throughout this narrow passageway, as though Mio were quite literally stepping down the throat and into the belly of the beast. Unsettling thought! The south exit looks far more welcoming.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_MONSTER_PENS>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<include "Monster Pen Markers">>
<<set $tile_up to "Monster Pen Entryway 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Annex B 1-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<<set $iRIS_Punch to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio has to hand it to whoever designs these simulated environments: this one perfectly captures the horrific feeling of being asked to go and check 'in the back', even before you factor in the presence of Mimics.<hrt><hr></hrt>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage lte 2>>Up close, it becomes immediately obvious that the woman who owns this prodigious backside is, herself, equally gigantic. At a rough estimate, Mio figures she must be almost twice her own height! No wonder this Mimic - for that seems to be what this 'filing cabinet' actually is - couldn't handle her. From some quick inspection, it's pretty clear that the Monster quite literally choked to death on her hips.
<br><br>
What a way to go. The woman within squirms slightly, a noise torn between embarrassment and relief echoing muffledly from within the cabinet when she senses Mio. <<link "Try to pull her out." "Cybernetic Slip And Slide Quest 1">><</link>><hrt><hr></hrt>
<<else>>
The Mimic that slurped off more than it could swallow lies here still, the shadowed interior of its maw still displacing space in a manner most unpleasant to the eyes and mind.
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 48>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen D 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pens_Desc to "Ground zero. If the abundance of hive-growth in this ruined area wasn't enough of a clue to that, then perhaps the immediate destruction of the pen to the immediate North is. Marked as 'PEN C', the computer panel for the chamber's environmental and pacification controls has been smashed in half... just like the big, heavy screen behind it. Whatever broke out of here, it didn't even have to use the door. The pen itself is... empty, bereft of any attempt to fabricate an ideal habitat - just the standard white tiles stretching from floor to walls to ceiling, utterly drenched in slime.<br><br>To the East and West, this sector of the Monster Pens stretches off to contain the bulk of four more cells, two either side, one north, one south - five total, A to the West, E to the East. Unlike central C, these pens seem to be more or less intact: though their status is difficult to ascertain without advancing down either end of the corridor, which both terminate in well-jammed doors leading further into the pens. Mio won't be getting through those.<br><br>The corridor itself is somewhat utilitarian. In front of each pen is a wide control panel with a few pieces of monitoring equipment and plenty of buttons. The lighting is fairly dismal due to the hive's growth, clinging thickly to the ceiling and creating hanging 'vines' that drape down the windows of each pen... some of which are twitching.">><<set $main_desc to $Monster_Pens_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio stands before a observation window that she estimates to be almost a full foot in thickness. Yet it's been smashed apart as though it were nothing, shards swallowed by the hive at her feet. From this space, she has a relatively good view of the entire Pen sector.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $MS_MP to 1>>
<<set $map_1_marker to $icon_marker_blank_48>>
<<set $tile_up to "Monster Pen C 1-2">>
<<set $tile_left to "Monster Pen Corridor 1-3">>
<<set $tile_down to "Monster Pen Entryway 1-1">>
<<set $tile_right to "Monster Pen Corridor 1-5">>
<<include "Monster Pen Markers">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Monster_Pens_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The infestation courses up the corridor to the east, occasionally gathering at the base of the windows that flank it north and south. Clinical tiles give way to aged-looking brickwork in the chamber to the south, which resembles a darkened alleyway of an urban scene. <hrt><hr></hrt>
<<if $MS_Ruzi_Quest is 0 or $MS_Ruzi_Quest is 1 or $MS_Ruzi_Quest is 2>>
<<include "Ruzi Quest Stuff">>
<<if $MS_Ruzi_Quest is 1>>
<br><br><<link "(SLEIGHT - LOCKPICKING (MED)) Physically disengage the door's maglocks." "Ruzi Quest Lockpicking">><<set $Prior_Location to "Monster Pen Corridor 1-5">><</link>>
<</if>>
<<if $MS_Ruzi_Quest is 1>>
<br><br><<link "(DIPLOMACY $Player_skill_diplomacy_actual/4) Try to get the Researcher to signal the override code." "Ruzi Quest Diplomacy">><</link>>
<</if>>
<hrt><hr></hrt><</if>>@@
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-5">>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen Corridor 1-4">>
<<set $tile_down to "Monster Pen E 1-1">>
<<set $tile_right to "Monster Pen Corridor 1-6">>
<<if $MS_Ruzi_Quest lte 1>>
<<set $tile_down to "no">>
<</if>>
<<if $MS_Ruzi_Quest is 2>>
<<set $tile_down to "Ruzi Quest 2">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Monster_Pens_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The chamber to the south looks sweltering. The floor is thick with leafy coverage, and the protective observation window is slightly clouded with condensation. It beats the surviving window to the north, though, which is covered in slime, mostly.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen Corridor 1-2">>
<<set $tile_down to "Monster Pen A 1-3">>
<<set $tile_right to "Monster Pen Corridor 1-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio neatly steps around the frankly massive puddle of Monsterseed left in the wake of Ruzi's 'extensive testing'. She focuses on nicer things instead, like more excellent graffiti! 'GLOBS DO IT BETTER'. But what is 'it', Mio wonders?@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen E 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen E 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Monster_Pens_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- While one could be forgiven for assuming the chamber to the north is filled with the same infestation as the rest of the corridor, it is, upon closer inspection, a totally different kind of horrible slime! How marvellous. It's even more steamingly hot in there than it is in the jungle chamber to the south. <hrt><hr></hrt>
<<if $MS_Ruzi_Quest is 1>>
The terminal here has an emergency override that seems to be linked to the one opposite, and vice versa. Mio is baffled by this for a moment, but then stops to consider why. Going through the procedure, she notes that hitting the override will briefly disengage the maglocks on the chamber door. However, they'll soon engage again. During this window, a second party at the chamber in question must confirm the override by hitting a button on their end. Presumably, this is to prevent a fat-fingered moment from causing an outbreak: the override can only work with someone stationed by the door, ready to open it to shut the maglock circuit off entirely.
<br><br>
So, to open the door to the chamber in which the Deer girl is trapped, Mio needs two people... <<if $MS_Calibrations_My_Dear gte 5>>which she has! B4B3 can hit the other button!<<else>>which isn't happening.<</if>> <i>Or,</i> she just needs to be fast enough to get to the other end of the hall in time.
<br><br>
<<link "(ATHLETICS $Player_skill_athletics_actual/3) Hit the button and RUN!" "Ruzi Quest Athletics">><</link>>
<<if $MS_Calibrations_My_Dear gte 5>><br><<link "Have B4B3 hit the other button." "Ruzi Quest B4B3">><</link>><</if>>
<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Monster Pen B 1-2">>
<<set $tile_left to "Monster Pen Corridor 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen Corridor 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a door here that seems to grant access to an elevator deeper into the Monster habitats and gestation labs, but it's been completely gunked shut by hive-flesh.
<hrt><hr></hrt>
A portable terminal lies upon the floor, lid open, patched into the door... Mio assumes. Now it's just cables fed into meat, but the screen is still visible, at least.
<<if $MERCANOID_Blankenship_Quest is 0 or $MERCANOID_Blankenship_Clip_1 is "Monster Pen Corridor 1-1">>
<<link "Investigate the clip" "Blankenship Clip 1">>
<<set $MERCANOID_Blankenship_Clip_1 to "Monster Pen Corridor 1-1">>
<</link>>
<<elseif $MERCANOID_Blankenship_Quest is 1 or $MERCANOID_Blankenship_Clip_2 is "Monster Pen Corridor 1-1">>
<<link "Investigate the clip" "Blankenship Clip 2">>
<</link>>
<<set $MERCANOID_Blankenship_Clip_2 to "Monster Pen Corridor 1-1">>
<<elseif $MERCANOID_Blankenship_Quest is 2 or $MERCANOID_Blankenship_Clip_3 is "Monster Pen Corridor 1-1">>
<<link "Investigate the clip" "Blankenship Clip 3">>
<<set $MERCANOID_Blankenship_Clip_3 to "Monster Pen Corridor 1-1">>
<</link>>
<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 192>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen Corridor 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pen_B_Desc to "Pen B is a dismal swamp. Moss clings thick and wet to shapely, slippery rocks surrounding a pool of bubbling purple ooze, likely only a couple of inches deep... but looking as though it could swallow up an entire army. Breaking the scene are a few heavy, lean-hanging branches and the odd presence of a number of more clinical items - a gurney bed, a little cabinet on wheels with scientific and medical equipment on it, and a mobile monitoring station. Odd...">><<set $main_desc to $Monster_Pen_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- It feels strange to admit it, but Mio swears she prefers standing in the other kind of horrible purple slime compared to this variety.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen B 1-1">>
<<set $tile_down to "Monster Pen Corridor 1-2">>
<<set $tile_right to "no">>
<<if $MS_Mean_Bite is 0>>
<<set $tile_left to "Combat Enemy Slammia Intro">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The far larger Gulper might not be that way due to any particular mutation or good breeding: it's simply swallowed someone particularly curvy. 'Thicc', even, as the youthes say. Every now and then the featureless woman within - reduced to little more than her gravity-defying figure in exaggerated bulges through taut plant-flesh - trembles with pleasure, which in turn sends the undulating vine wobbling uneasily upon its shaking branch, dislodging more leaves to cover the ground below. Looks... cozy.@@<hrt><hr></hrt>
There's a datapad located directly beneath the larger of the two Gulpers... slick with spit, but still functioning. <<link "A voice recording... listen to it.">>
<<dialog>>
<i><b>Senior Researcher Erisha - Prize-winning Gulper:</b>
<br><br>
"Sometimes my genius frightens me, it really does.
<br><br>
Not only have I gotten corporate's blessing on this experiment - so it's completely funded by TentaCo - but I'm also making great strides in my plant growth formula for use here and elsewhere. Beat ME in the 'biggest vegetable of the year' competition two years in a row, Diana?! Well, we'll see how you like it when I show up with one fed on this formula! HAH!
<br><br>
Speaking of which... the Gulper I've been cultivating is quite possibly the largest we've ever successfully grown. Ah!~ Again, with my genius and its terrifying prowess. If this can be reproduced, I'll be able to hand TentaCo another size increment for the Gulper range! Oh, it's awake. Aw, does my big handsome flower want another cuddle? That's right, good boy...
<br><br>
Mmmm, I can't <u>wait</u> to see how good Diana looks when she's stuck snug inside of you~... A-ah?-- O-oh, my big boy wants some kisses? That's uh-- mmm!!-- paah, th-that's enough now darlIINGH--MMPGH!!--""</i>
<br><br>
The rest of the recording is a lot of furious whining, then drunken groaning, then quiet, lustful whimpers - ending in a 'puTUH!' and -thunk- of the datapad being spat out.
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 192>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen A 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The branches that weigh heavily aloft above stem from out of the walls. It's a somewhat unsettling effect that gives Mio cause to wonder if this less-convincing habitat is new, perhaps hastily designed.<hrt><hr></hrt>
<<if $MS_Mean_Bite is 1 or $MS_Mean_Bite is 2>>
'Meh', the aggressive slime serpent, is lazily coiled around the trunk and branch of one of the massive fake trees that dominates this pen. She's well-elevated off the ground, out of Mio's reach, facing away from her. Well... mooning her, actually.
<<if $MS_Mean_Bite is 2>>
<br><br>
<<link "Share Meh's origin with her." "Meh Quest1">>
<</link>>
<<elseif $MS_Mean_Bite is 1>>
<br><br>
<<link "Try to convince Meh to come to the Safe Room." "Meh Quest1">>
<</link>>
<</if>><hrt><hr></hrt><</if>>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 192>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen B 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- On closer inspection, Mio is pretty sure the occupant of the smaller Gulper is male! Judging by the bulge and those moans... well, he's enjoying himself. Ahem.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen A 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen A 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Past half-hung fire escape ladders and a couple of trashcans, Mio finds the masterpiece of whoever had too much fun making the graffiti here: a mural of a manic looking, redheaded catgirl in skimpy, punkish attire rail-grinding on a tentacle whilst blasting an oncoming horde of more of the same with a pair of scrappy-looking energy pistols. It's a highly stylized piece, all jagged lines and vibrant colours, a sunset cat versus twilight tentacular aggressors, looking as thought it might burst from the wall at any moment! Strangely, next to it and far smaller is a recreation of the piece as a crude stick-figure drawing. A prototype or plan, perhaps?@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 48>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen E 1-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- According to Mio's schematics, there should be a door here that leads to the underlevel of the Monster habitats and gestation labs. Instead, there's a pulsating wall of meat. Presumably, the door is beneath this - further presumably, Mio isn't getting past it.<hrt><hr></hrt>
<<if $MS_Ruzi_Quest lte 2>>
<<include "Ruzi Quest Stuff">>
<<if $MS_Ruzi_Quest is 1>>
<br><br><<link "(DIPLOMACY $Player_skill_diplomacy_actual/4) Try to get the Researcher to signal the override code." "Ruzi Quest Diplomacy">><</link>>
<</if>>
<hrt><hr></hrt><</if>>@@
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-5">>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 48>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen Corridor 1-6">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Monster_Pens_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio has to step around some hanging 'vines' of hive-growth here. It's a rather ugly spot even without the writhing flesh - the chamber to the north looks like a warehouse, and the chamber to the south looks like the sort of alley you'd definitely get mugged in. Or worse.<hrt><hr></hrt>
<<if $MS_Ruzi_Quest is 1 or $MS_Ruzi_Quest is 2>>
<<include "Ruzi Quest Stuff">>
<<if $MS_Ruzi_Quest is 1>>
<br><br><<link "(SCIENCE - HACKING (HARD)) Reboot the system and unlock the door." "Ruzi Quest Hacking">><<set $Prior_Location to "Monster Pen Corridor 1-6">><</link>>
<</if>>
<<if $MS_Ruzi_Quest is 1>>
<br><br><<link "(DIPLOMACY $Player_skill_diplomacy_actual/4) Try to get the Researcher to signal the override code." "Ruzi Quest Diplomacy">><</link>>
<</if>>
<hrt><hr></hrt><</if>>@@
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-5">>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Monster Pen D 1-1">>
<<set $tile_left to "Monster Pen Corridor 1-5">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen Corridor 1-7">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pen_C_Desc to "Empty, clinical, and yet a source of such devestation. Pen C provides absolutely no clues as to what happened here, even though it seems that even the hive is reluctant to occupy the space left behind. White walls, floor and stark lighting above... this room wasn't set to replicate any sort of habitat. The slime that <i>is</i> here is merely an inanimate layer left behind by the former occupant, the true infestation starting to the south. The door is jammed due to the damage inflicted on the Pen, namely the massive brute-force bend of the centre of the observation bay, punched right out and off to freedom.">><<set $main_desc to $Monster_Pen_C_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- As Mio stands ankles-deep in bubbling slime, a thought occurrs to her: why the hell is she standing ankles-deep in bubbling slime?@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen C 1-1">>
<<set $tile_down to "Monster Pen Corridor 1-4">>
<<set $tile_right to "Monster Pen C 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The longer Mio stays in this eerie, deeply unpleasant chamber, the more she considers her own reasons for doing so. On the face of it? None. But sometimes doing things without reason is, itself a reason to do things, no? No. On reflection, there is absolutely no reason to be standing in this pit of slime.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Monster Pen C 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- After lingering here for a while, Mio comes to conclude that there is absolutely zero reason to stand in this chamber. No clues, no new knowledge to gleamed, no benefit whatsoever unless she simply enjoys the sensation of slime squelching underfoot. She... doesn't, right? She's never asked herself this question! After a milisecond's pause, she concludes that she kind of hates it, actually.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Monster Pen C 1-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<set $Monster_Pen_D_Desc to "Pen D is... odd. While the others - bar C - are clear imitations of natural habitats, this looks more like the backrooms of a hardware store. Shelves, cupboards, drawers, cabinets, lockers... all lining the wall opposite the observation screen. The lights are a little dim, but otherwise? Mio isn't sure that this room isn't just being used for storage...">>
<<set $main_desc to $Monster_Pen_D_Desc>>
<<if $desc_temp is $main_desc>>
$main_desc
<<if $Quest_Cybernetic_Slip_And_Slide_Stage lte 2>>
By far the strangest sight in the room would have to be the remarkably sizeable moon-pale ass stuck jutting out of the top drawer of a filing cabinet far too small to reasonably contain whoever said rear belongs to! Nothing else of the woman within is visible, both torso and legs tucked in firmly - stuck firmly, even. The trapped woman within sighs occasionally, squirming around some limp, eerily-still purple tentacles that cascade from between her hips and the bent frame of the cabinet, sagging unevenly upon the floor. She!... could probably use some help.<</if>>
<<else>>@@.shud;$main_desc <<if $Quest_Cybernetic_Slip_And_Slide_Stage lte 2>>By far the strangest sight in the room would have to be the remarkably sizeable moon-pale ass stuck jutting out of the top drawer of a filing cabinet far too small to reasonably contain whoever said rear belongs to! Nothing else of the woman within is visible, both torso and legs tucked in firmly - stuck firmly, even. The trapped woman within sighs occasionally, squirming around some limp, eerily-still purple tentacles that cascade from between her hips and the bent frame of the cabinet, sagging unevenly upon the floor. She!... could probably use some help.<</if>> <</if>><hrt><hr></hrt>
@@.shud;-- For a simulated Monster habitat, this place is shockingly authentic, right down the stuff on the shelves! They've got allen wrenches, gerbil feeders, toilet seats, electric heaters, trash compactors, juice extractors, shower rods and water meters...<hrt><hr></hrt>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage lte 2>>The trapped woman is immediately to the east, off in the far corner.<hrt><hr></hrt><</if>>@@
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Monster Pen Corridor 1-6">>
<<set $tile_right to "Monster Pen D 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Monster_Pen_A_Desc to "Pen A can only be described as a jungle. Stepping out from the infestation of the main corridor and into this cramped chamber is akin to stepping onto the surface of a verdant, uncharted world... or, rather, into its trees. The ground is thick and mossy, while huge, bulky branches have been fabricated to grow from the walls and ceiling in curious, flanking shapes to provid perches for the resident monsters.<br><br>Or... resident plants? Mio genuinely isn't sure, but she knows they're not a threat - she sighs as she watches the two Gulper Vines twitch and writhe, muffling soft, blissful moans from the well-massaged captives within. She takes a careful look for any more of the damn things, but it seems it's just the two... both skintight, one carrying a significantly curvier passenger than the other - heavy enough it almost drapes to the floor. Still, Mio is worried about any attempted rescue causing more harm than good.">><<set $main_desc to $Monster_Pen_A_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Twigs and leaves crunch satisfyingly underfoot. If it weren't for the well-fed tentacle monster plants filled with moaning, blissed-out scientists, this room would almost be relaxing. Then again, Mio always sort of enjoyed the sensations of a humid heat.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Monster Pen Corridor 1-3">>
<<set $tile_left to "Monster Pen A 1-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Corridor_B_Desc to "Roughly halfway through this corridor, the clinical tiled look of the public-facing facility gives way to a more industrial theming. Brass-toned industrial flooring, exposed piping in the walls, and visibly reinforcement bracing collars that would normally be concealed by tiles and decor. This is Engineering, and Engineers rarely care for inconvenient decor.<br><br>The hive-growth clings firmly to the south wall before crossing over the floor near that halfway-transition, clinging thickly to the door to the North. It looks well-jammed, the control panel blaring out red warnings stacked upon one another. It travels a little further on the North wall to the East before it abruptly stops...">><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- It's incredibly refreshing to see a wall that isn't coated in quivering, twitching meat. Mio almost wants to touch it, but that would be weird.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Checkpoint B 1-2">>
<<set $tile_down to "Corridor B 2-1">>
<<set $tile_right to "Corridor B 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Corridor_B_Desc to "Roughly halfway through this corridor, the clinical tiled look of the public-facing facility gives way to a more industrial theming. Brass-toned industrial flooring, exposed piping in the walls, and visible reinforcement bracing collars that would normally be concealed by tiles and decor. This is Engineering, and Engineers rarely care for inconvenient decor.<br><br>The hive-growth clings firmly to the south wall before crossing over the floor near that halfway-transition, clinging thickly to the door to the North. It looks well-jammed, the control panel blaring out red warnings stacked upon one another. It travels a little further on the North wall to the East before it abruptly stops...">><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio can't help but wonder how much further the hive will spread into this sector, now that she's opened the door for them. Then again, the door was open for who knows how long before that redheaded Researcher closed it...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 162>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Corridor B 1-1">>
<<set $tile_left to "Checkpoint B 2-2">>
<<set $tile_down to "Corridor B 3-1">>
<<set $tile_right to "Corridor B 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Corridor_B_Desc to "Roughly halfway through this corridor, the clinical tiled look of the public-facing facility gives way to a more industrial theming. Brass-toned industrial flooring, exposed piping in the walls, and visibly reinforcement bracing collars that would normally be concealed by tiles and decor. This is Engineering, and Engineers rarely care for inconvenient decor.<br><br>The hive-growth clings firmly to the south wall before crossing over the floor near that halfway-transition, clinging thickly to the door to the North. It looks well-jammed, the control panel blaring out red warnings stacked upon one another. It travels a little further on the North wall to the East before it abruptly stops...">><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The hive cascades down this wall as it travels eastwards, until it's merely clinging to the guttering along the adjoining corner between floor and wall.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Corridor B 2-1">>
<<set $tile_left to "Checkpoint B 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor B 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Better enjoy that bare wall while it lasts, Mio. Just to the east it gives way to those unguarded reinforcement braces... and, her favourite: more hive-flesh!@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor B 1-1">>
<<set $tile_down to "Corridor B 2-2">>
<<set $tile_right to "Corridor B 1-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- It's oddly quiet down this corridor. Mio would expect to hear the noises of Engineering, drifting from the east, but it's... eerie.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 1-2">>
<<set $tile_left to "Corridor B 2-1">>
<<set $tile_down to "Corridor B 3-2">>
<<set $tile_right to "Corridor B 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio makes a note to mind the slight step here. And, of course, the swell of tentacle hive-growth that dances up to the north, nestled in the gap between the clinical tiles of the rest of the base and the grip-textured metal of Engineering.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 2-2">>
<<set $tile_left to "Corridor B 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor B 3-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This space probably accounts for the greatest concentration of hive-flesh down the entire corridor. It feels odd, being ahead of the infestation for once.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor B 1-2">>
<<set $tile_down to "Corridor B 2-3">>
<<set $tile_right to "Corridor B 1-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Here in the center of the corridor, Mio feels destiny pulling her east, and apprehension pulling her west. A little grandiose? Perhaps, but it's her internal monologue, not yours. Don't be judgy.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 1-3">>
<<set $tile_left to "Corridor B 2-2">>
<<set $tile_down to "Corridor B 3-3">>
<<set $tile_right to "Corridor B 2-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio appreciates the grip-texture checkering on the industrial metal flooring here. In an odd way, it feels more homely to her... mechanical sensibilities.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 2-3">>
<<set $tile_left to "Corridor B 3-2">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor B 3-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The door here is extra-severely jammed under hive-growth! Whatever's in here, the tentacles really wanted a go at it. Whether or not they actually got in is unclear, though. The status terminal seems to suggest they might have... or it might just be yelling about the status of the door. Even to Mio's mechanical eyes, the number of error messages it's babbling about are unsightly.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor B 1-3">>
<<set $tile_down to "Corridor B 2-4">>
<<set $tile_right to "Corridor B 1-5">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a few scratch marks in the metal flooring here. Looks like someone dropped something, once upon a time.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 1-4">>
<<set $tile_left to "Corridor B 2-3">>
<<set $tile_down to "Corridor B 3-4">>
<<set $tile_right to "Corridor B 2-5">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Steam hisses from a pipe to the south, adding a thin hanging humidity to the air here. Mio is just going to assume that pipe is meant to do that, and not linger too long in thought about all the things that can very quickly go wrong with an atmospherically-sealed building stuck on a moon.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Corridor B 2-4">>
<<set $tile_left to "Corridor B 3-3">>
<<set $tile_down to "no">>
<<set $tile_right to "Corridor B 3-5">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- A few steps east, and there it'll be. The final annex before the Sled Bay.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor B 1-4">>
<<set $tile_down to "Corridor B 2-5">>
<<set $tile_right to "Engineering Annex 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio feels a breeze gently pushing past her, stemming from deeper into Engineering. Just a little more eastwards...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Corridor B 1-5">>
<<set $tile_left to "Corridor B 2-4">>
<<set $tile_down to "Corridor B 3-5">>
<<set $tile_right to "Engineering Annex 2-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Engineering_Desc to "The clinical facade of the rest of the facility is a distant memory. This is how it all looks behind the corporate glamour - the thick hide of a pressure-sealed hull, all that stands between someone and the uncaring void of space. Reinforcement brace-arches curve overhead, and a number of doorways lead off in different directions, some quickly changing elevation via ramps. To the North lies Mio's goal - The Sled Bay, up a wide ramp for cargo purposes. To the East of that is a ramp down into a smaller antechamber, marked 'UNDERCROFT ACCESS' - the launcher for the Sled must extend beneath the floor level of the bay itself.<br><br>To the South, meanwhile, lies 'OBSERVATION'. The room beyond seems to be nothing more than a stairway upwards, the extra space used for storage and improvised relaxation. Finally, to the West, the infested facility beckons down Corridor B. But here? There is no infestation. Even the motes of hive-spores are... absent.">><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Cables hang thickly from the ceiling here. Mio neatly steps around them, brushing one aside with a single hand.@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Engineering Annex 2-1">>
<<set $tile_left to "Corridor B 3-5">>
<<set $tile_down to "no">>
<<set $tile_right to "Engineering Annex 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Corridor_B_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- A few stray cables - thick, insulated, well-guarded against the strains of both time and vermin - hang like great, lazy snakes from the ceiling here. Mio is embarrassed to admit it even to herself, but she almost mistook them for tentacles and reached for her weapon...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_CORRIDOR_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $IT_IS_A_SECRET isnot 1>>
<<set $map_1_marker to $corridor_b_lock>>
<<set $marker1_icon_right to 103>>
<<set $marker1_icon_top to 149>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Corridor B 2-5">>
<<set $tile_left to "Corridor B 3-4">>
<<set $tile_down to "no">>
<<set $tile_right to "Engineering Annex 3-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The exit to the Observation Tower is to the south. Unlike the other doors, this one is the standard pressure-seal type Mio has seen elsewhere in the facility.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Engineering Annex 2-2">>
<<set $tile_left to "Engineering Annex 3-1">>
<<set $tile_down to "Observation Deck Access 1-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Engineering_Desc to "The clinical facade of the rest of the facility is a distant memory. This is how it all looks behind the corporate glamour - the thick hide of a pressure-sealed hull, all that stands between someone and the uncaring void of space. Reinforcement brace-arches curve overhead, and a number of doorways lead off in different directions, some quickly changing elevation via ramps. To the North lies Mio's goal - The Sled Bay, up a wide ramp for cargo purposes. To the East of that is a ramp down into a smaller antechamber, marked 'UNDERCROFT ACCESS' - the launcher for the Sled must extend beneath the floor level of the bay itself.<br><br>To the South, meanwhile, lies 'OBSERVATION'. The room beyond seems to be nothing more than a stairway upwards, the extra space used for storage and improvised relaxation. Finally, to the West, the infested facility beckons down Corridor B. But here? There is no infestation. Even the motes of hive-spores are... absent.">><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The floor ramps slightly to the north, but it's flat here.@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Engineering Annex 1-1">>
<<set $tile_left to "Corridor B 2-5">>
<<set $tile_down to "Engineering Annex 3-1">>
<<set $tile_right to "Engineering Annex 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Engineering_Desc to "The clinical facade of the rest of the facility is a distant memory. This is how it all looks behind the corporate glamour - the thick hide of a pressure-sealed hull, all that stands between someone and the uncaring void of space. Reinforcement brace-arches curve overhead, and a number of doorways lead off in different directions, some quickly changing elevation via ramps. To the North lies Mio's goal - The Sled Bay, up a wide ramp for cargo purposes. To the East of that is a ramp down into a smaller antechamber, marked 'UNDERCROFT ACCESS' - the launcher for the Sled must extend beneath the floor level of the bay itself.<br><br>To the South, meanwhile, lies 'OBSERVATION'. The room beyond seems to be nothing more than a stairway upwards, the extra space used for storage and improvised relaxation. Finally, to the West, the infested facility beckons down Corridor B. But here? There is no infestation. Even the motes of hive-spores are... absent.">><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The wall to the north here is dominated with a single sign in block capital letters: <b>SLED BAY -></b>. That'll be the door to the right of it then.@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "Corridor B 1-5">>
<<set $tile_down to "Engineering Annex 2-1">>
<<set $tile_right to "Engineering Annex 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door to the maintenance undercroft lies to the east.<<if $Quest_Operation_Rosebud_Stage lte 5>> However, it's locked tight...<<else>> It yawns open wide, beckoning Mio down metal steps lit only by the red glow of emergency lights.<</if>>@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "Engineering Annex 1-2">>
<<set $tile_left to "Engineering Annex 2-1">>
<<set $tile_down to "Engineering Annex 3-2">>
<<set $tile_right to "Engineering Sled Access 2-1">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $tile_right to "no">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Engineering_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The door to the Sled Bay beckons to the north. The end is finally nigh.
<<if $Quest_Operation_Rosebud_Stage lte 6>><<link "Try to open the Sled Bay door." "Sled Locked Cutscene">><<set $Quest_Operation_Rosebud_Stage to 6>><</link>><</if>>@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_ENGINEERING>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 5>>
<<set $map_1_marker to $engineering_annex_lock>>
<<set $marker1_icon_right to 64>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $tile_up to "The Sled Cutscene">>
<<set $tile_left to "Engineering Annex 1-1">>
<<set $tile_down to "Engineering Annex 2-2">>
<<set $tile_right to "no">>
<<if $Quest_Operation_Rosebud_Stage lte 6>>
<<set $tile_up to "no">>
<</if>>
<<set $Shop to 0>>
<<if $MERCA_Ending_Good gte 1>>
<hrt><hr></hrt>
<<link "View the Neutral Ending." "MERCANOID Neutral Ending 1">><</link>>
<br>
<<link "View Mimi's Bad End. (Warn: mind-play)" "Mimi Loss Fantasize">><</link>>
<br>
<<link "View The Travesty's Bad End." "Travesty Loss Fantasize">><</link>>
<<if $MERCA_Ending_Good gte 2>>
<br>
<<link "View the Good Ending." "MERCANOID Good Ending 1">><</link>>
<</if>>
<</if>>
<</nobr>><<nobr>><<set $Observation_Access_Desc to "Mio is pretty sure this must be a fire hazard. This stairway leads up to the Observation tower, used to aid in the navigation of the facility's sole transport shuttle, as well as to look out for any unexpected visitors - piratical or meteorical. Down here, however, lie many boxes and crates for various machines for the facility - some scientific, some more engineering-focused or utilitarian. The path from the Northern exit to the stairs is narrow and littered with trip hazards. On closer inspection, it seems that a few smaller boxes have been used as seating... there's tell-tale signs of a card game abandoned in haste on another, lower crate between them, those signs being a few cards, some bottlecaps - being used as chips, perhaps? - and... more than a few articles of clothing.<br><br>It's good to know the facility was in such safe and alert hands before Mio arrived.">><<set $main_desc to $Observation_Access_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio neatly steps around a bra that seems to have been flung with some force away from the makeshift gambling den to the south. The exit back into the Engineering Annex awaits to the north.@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_OBSERVATION_ACCESS>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Engineering Annex 3-2">>
<<set $tile_left to "Observation Deck Access 1-1">>
<<set $tile_down to "Observation Deck Access 2-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a few posters hanging up on the walls here, north and west. They're mostly!... ok, no they're all smut. Of all flavours, though! From tasteful pinups of demure woman in lingerie to HIMBOS OF THE GALAXY. Good for them.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Observation Deck Access 2-1">>
<<set $tile_right to "Observation Deck Access 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Observation_Access_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The stairs here are somewhat narrow, occupying as little horizontal space as possible as they spiral up and up into the heavens above...@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_OBSERVATION_ACCESS>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Observation Deck Access 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "Observation Deck 3-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- As if the signs of gambling weren't enough, Mio spies a few empty bottles of what can only be alcohol barely-hidden behind one of the crates. And... wait, is that a used TentaCan!?@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Observation Deck Access 1-2">>
<<set $tile_left to "Observation Deck Access 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>@@.shud;In this monolithic chamber, ceiling higher than even Mio's synthetic eyes can make out in the gloom above, one sight takes precedence above all others: the gaping void of space to the North. The Sled - now cleaned of the infestation that had clung so tightly to it - is pointed out into that inky abyss, the room kept pressurized not by thick hullframes but by an invisible barrier. The sleek, flattened, snub-nose craft is ready to fire at will.
<br><br>
The rest of the chamber is utilitarian, but impressive in its own way. The height of it, the reinforcement around the Sled's launch window... the metal here is thick, oddly bulbous, almost organic at a glance - and shimmers in brass and gold tones, heated and discoloured by many repeated exposures to rocket blasts before the facility upgraded to its current magnetic rail system. Much of this impressive design and history is marred by the sheer amount of tentacular viscera left behind in the wake of the Travesty's defeat, coating the ground with layers of purple muck up to half a foot deep in places.
<hrt><hr></hrt>
<<if $MERCASAVED gte 6>>
Mimi is sitting with her back to a large storage crate, the floor around her as splattered as can be. The two women she was held captive with - originally <i>her</i> captives - are swaddled in her tentacles, but it seems to be an attempt at giving them some dignity - flattening into ribbon-like strands, laid over them like blankets. The pair are far too blissed out to notice the gesture, of course.
<br><br>
Mimi herself cautiously looks up at Mio, her face a mixture of embarrassment, shame, and a touch of gratitude.
<br><br>
<<link "Approach her." "MERCANOID Good Ending 1">><</link>>
<<else>>
Mimi is sitting with her back to a large storage crate, the floor around her splattered as well as anything else in the launch chamber. The two women she was held captive with - originally <i>her</i> captives - are draped on either side of her, splayed out in awkward positions in their nudity... but very much alive. Just too blissed out, fucked unconscious. They'll be fine.
<br><br>
Mimi, on the other hand, is refusing to look up at Mio. Her gaze is firmly trained down on the floor, the girl hugging her knees tightly to her chest.
<br><br>
<<link "Approach her." "MERCANOID Neutral Ending 1">><</link>>
<</if>>
<hrt><hr></hrt>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_THE_SLED>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The elevator doesn't actually appear to be working, which is a shame. It's stuck halfway. Mio resigns herself to either a little hop down or a little clamber up, depending on direction...@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Engineering Sled Access 2-1">>
<<set $tile_right to "Engineering Sled Access 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Sled_Access_Desc to "This is little more than access passage to the Undercroft, required due to how much lower said Undercroft is. From the West exit to the North, the corner consists of a cargo elevator connecting these levels, with the exit to the North of that.<br><br>Steam softly hisses from one of the exposed pipes in the wall. Someone should look into that.">><<set $main_desc to $Sled_Access_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- This space is only just wide enough to get heavier equipment through. Maintenance on the Sled Bay must be a nightmare if something major goes wrong. There's a sudden drop to the north, about 4 or 5 feet - elevator's jammed.@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_UNDERCROFT_ACCESS>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Engineering Sled Access 1-1">>
<<set $tile_left to "Engineering Annex 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $main_desc to $Sled_Access_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Grated flooring. That's how you know you're in the absolute sticks. The undercroft beckons gloomily to the north.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_UNDERCROFT_ACCESS>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $tile_up to "Engineering Sled Undercroft 4-2">>
<<set $tile_left to "Engineering Sled Access 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Ooooh, what's in the crates, what's in the crates? Mio knows it's probably just spare parts and tools, but something compels her to check. Unfortunately, they're all sealed up tight, and they block any further access to the west entirely.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Engineering Sled Undercroft 4-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Sled_Undercroft_Desc to "It's dark down here. Emergency lighting is the only source of illumination - that, and what light trickles in from the South exit. The majority of this Undercroft is taken up by the inner workings of the Sled Launcher, dominating the Northwest of the narrow workway. It stretches off to the North, but it's blocked by crates to the West - though, if Mio peeks through, it's clear it doesn't extend much further down there. The important access panels are all on this side, anyway... just mind the footing.">><<set $main_desc to $Sled_Undercroft_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The exit south beckons Mio back into the light. It would be a welcome reprieve from the baleful red work lights all around her. The catwalk stretches off west, but that way is blocked by crates.
<<if $Quest_Operation_Rosebud_Stage is 7>>
<hrt><hr></hrt>
The Drow woman who attacked her remains here, unconscious. Her face twitches occasionally - little frowns, as if dreaming - but she proves impossible to rouse from her slumber. Mio decides to leave her here, for now: she isn't sure of this woman's temperment, and bringing her to the Safe Room could be risky. She'll probably be fine down here, out of the way.
<</if>>@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_UNDERCROFT>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Quest_Operation_Rosebud_Stage lte 6>>
<<set $map_1_marker to $marker_cog>>
<<set $marker1_icon_right to 132>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_2_marker to $marker_look>>
<<set $marker2_icon_right to 132>>
<<set $marker2_icon_top to 138>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<if $Quest_Operation_Rosebud_Stage is 7>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $tile_up to "Engineering Sled Undercroft 3-2">>
<<set $tile_left to "Engineering Sled Undercroft 4-1">>
<<set $tile_down to "Engineering Sled Access 1-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio notes that the grated flooring down here is slightly wet, but thankfully not slippery. Condensation must gather on the pipes here and drip down, necessitating drainage....@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Engineering Sled Undercroft 2-2">>
<<set $tile_left to "no">>
<<set $tile_down to "Engineering Sled Undercroft 4-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This seems to be the bulk of the Sled Bay's inner workings, exposed via an open panel.
<<if $Quest_Operation_Rosebud_Stage lte 6>>
<hrt><hr></hrt>
And right there is the culprit of Mio's jammed door: a little bundle of firm-looking tentacle flesh wedged right in a sensitive component. Given the lack of hive infestation this far in, this has to be intentionally placed, perhaps ordered in some way to block the door after those inside the room were through it...
<<link "Unjam the mechanism." "Sled Bay Fix Cutscene">><<set $Quest_Operation_Rosebud_Stage to 7>><<set $Prior_Location to passage()>><</link>><</if>>@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Engineering Sled Undercroft 1-2">>
<<set $tile_left to "no">>
<<set $tile_down to "Engineering Sled Undercroft 3-2">>
<<set $tile_right to "no">>
<<if $Quest_Operation_Rosebud_Stage is 7>>
<<if $Player_Symbiode_Experience is 0>>
<<set $tile_down to "Combat Enemy Symbiode Intro">>
<</if>>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This far up lies... nothing! It's a wall! Not even a wall with any interesting mechanical parts affixed to or behind it. Just an ordinary wall. Mio is wasting her time here.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 45>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Engineering Sled Undercroft 2-2">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- It's a surprisingly well-realized set. Mio almost feels like she's really on the bridge of an actual starship! A junky one. A... really unimpressive one. Yeah, this stuff loses its charm when you 'live' on one and visit so many more...@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Testing A 1-2">>
<<set $tile_left to "Product Testing A 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "Product Testing A 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- <<if $Jiikii_Safe is 0>>
Up close, the unconscious Sneerz looks like she's been put through the ringer. She's not injured, not by any means! Just exhausted. Mio is pretty sure she could slap her without waking her up, which might explain why she's been left here by whatever did this. Still... the manner in which she's tied up - glooped up - and splayed out is remarkably... artful. Moreso than tentacle monsters tend to be. Mio can't help but feel uneasy about this situation...
<br><br>
<<link "Try to un-gloop the Sneerz woman." "Combat Enemy Goo Doll Intro">><<set $Prior_Location to "Jii Rescue Scene">><</link>>
<<else>>
The captain's chair in which Jii'Kii was trussed up in slime is now vacant with her absence. But the almost comical outline her body left in the fabric from the layers of gloop splattered across her? We'll always have that! Seriously. Always. That's not scrubbing out. Wow, that chair is <i>fucked.</i>
<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Testing A 1-3">>
<<set $tile_left to "Product Testing A 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>><hrt><hr></hrt>
@@.shud;-- A rather hefty computer that just barely classifies as 'portable' is lying on the floor, open. It looks like someone dropped it. It's still functional, however: in fact, it appears to be playing a video...
<<if $MERCANOID_Blankenship_Quest is 0 or $MERCANOID_Blankenship_Clip_1 is "Product Testing B 2-2">>
<<link "Investigate the clip" "Blankenship Clip 1">>
<<set $MERCANOID_Blankenship_Clip_1 to "Product Testing B 2-2">>
<</link>>
<<elseif $MERCANOID_Blankenship_Quest is 1 or $MERCANOID_Blankenship_Clip_2 is "Product Testing B 2-2">>
<<link "Investigate the clip" "Blankenship Clip 2">>
<<set $MERCANOID_Blankenship_Clip_2 to "Product Testing B 2-2">>
<</link>>
<<elseif $MERCANOID_Blankenship_Quest is 2 or $MERCANOID_Blankenship_Clip_3 is "Product Testing B 2-2">>
<<link "Investigate the clip" "Blankenship Clip 3">>
<<set $MERCANOID_Blankenship_Clip_3 to "Product Testing B 2-2">>
<</link>>
<</if>>@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Product Testing B 2-3">>
<<if $MERCANOID_Anemone_Lift is 1>>
<<set $tile_up to "Product Testing B 1-2">>
<</if>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <<if $MERCANOID_Anemone_Revealed is 1>>The Trapmaw lurks beneath the frame of the antryway into the chamber proper, hungry for cute Androids...<<if $MERCANOID_Anemone_Lift is 1>> Unfortunately for it, the bridge Mio created is keeping it pinned beneath glass, like a particularly gross lab specimen under a microscope.<</if>><</if>><hrt><hr></hrt>
@@.shud;-- An overturned armchair looks like it was probably quite comfy - was. That's before its roughly 90 degree change in orientation... oh, and the sheer amount of slime soaked into its cushions.@@<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Product Testing B 1-3">>
<<set $tile_left to "Product Testing B 2-2">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>In/Vari</b>
<br><b>Heritors of Terra</b>
</div>
<hrt><hr></hrt>
Vari and Invari are the dominant species of the planet Terra. They are Transgenic entities; chimaeras of the extinct-by-evolution precursor race 'Human' combined with any one of thousands of potential organisms from the planet's rich history of life.
<br><br>
A Vari takes after Vertebrate life; Mammals, Birds, Fish, Reptiles and Amphibians. An Invari, conversely, takes after Invertebrate life; Insectoid, Arachnid, Mollusk, Crustacean and the various stranger classifications of oceanic life. Classified by their 'M Rating' (with a lower number meaning less specialized body features/mutations), In/Vari as a collective are often referred to in the manner just demonstrated, with the slash communicating the minor difference between them.
<br><br>
There are and have always been since inception more Vari than Invari, likely as a result of compatibility with the host genes (Human). In the current age, the social differences between Vari and Invari are petty to the point of being meaningless. Closer to their inception, however, Vari were the first to resume the act of civilization, whereas Invari - with minds ever so slightly more alien, bodies ever so slightly unfamiliar - lagged slightly behind and formed the majority of more isolationist populations, making them less common and at times misunderstood figures in blossoming societies.
<hrt><hr></hrt>
<<linkreplace "In/Vari Origin">>
In/Vari came about as a result of the infection of Humans and Terra's surviving wildlife with the 'Survirus', a mutagenic smart-virus that was unleashed in order to ensure mankind's survival from the near-total devastation of the planet's surface - no matter what form that survival might take. Adapting them to a rapidly changing world bathed in radiation (or 'Glow'), the virus was given free rein to draw from its extensive databanks of recorded life and adapt those it infected to survive in their new habitats... or, at least, ensured their offspring would survive.
<br><br>
With this in mind, the most common In/Vari are aquatic in nature, but due to the specialized equipment many of them require to live comfortably out of the water - if they can even leave at all - the majority known to the Galactic public are land-based. Species with strong, domesticated ties to historic Man are thought to be the most common; Felines, Canines, Rodents, Avians, etcetera etcetera.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "In/Vari Culture">>
In/Vari culture is nigh-impossible to paint with a single brush. They are a species of incredible diversity. Having said this, In/Vari often find kindred in similar races. Dogs enjoy the company of Dogs. Cats enjoy the company of Cats. Birds of a feather, so to speak, flock together. By no means do In/Vari hold prejudice against other varieties; merely a small, subconscious preference.
<br><br>
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "In/Vari Biology">>
In/Vari are an exceptionally hardy people. Perhaps more than any other race on Terra, they benefit from radiation exposure to degrees almost miraculous. 'Glow' can knit their wounds shut, keep them healthy, and even prolong one's lifespan. Furthermore, their immunity to the negative effects of radiation exposure allows them to harness it freely, leading to the rapid development and dominance of Glotek. As Terrans spread out into the wider Galaxy, however, they have become increasingly welcoming of alternative power sources - particularly those less likely to reduce new companions of alien species without radiation tolerance to ash.
<br><br>
Historically, In/Vari were born from the mutation of not only Man but suitable animals, too. The end result - achieved around 75 years after The Ends - is indistinguishable in meaningful terms from one another, regardless of human or animal heritage.
<br><br>
In the end of cross-race breeding, the child typically takes primarily after the one responsible for bearing it, with influences of the sire. This is not always the case, but it is the most likely outcome.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Terra and Sol.
</div>
<hrt><hr></hrt>
Terra (formerly known as 'Earth') is the primary habitable planet of the Sol system. All but destroyed by a series of natural and manmade cataclysms known as 'The Ends', its few survivors adapted and flourished in the new world that rose from its ashes. It is approximately 94% covered by water, though this percentage was much lower in the old world. A number of its cities are therefore artificial and are located either beneath or upon the ocean surface.
<br><br>
Up until relatively recently, a portion of the planet's surface was occupied by the 'Pyksielands Domes': large mist-covered anomalous regions that occupied an altered space of Terra. Upon their collapse, these locations were forcibly integrated into the Terra of reality, further reshaping the planet's surface.
<br><br>
As a result, habitable zones of the planet are wildly varied, ranging from old-world cities in varying states of rebuilding, new villages, towns and cities often built upon and around mountains or upon artificially created islands, or the fantastical miniature realms of the Pyksielands.
<br><br>
Despite being the cradle of Humanity's descendants in all their varied forms, Terra does not hold the majority population of most of its child species. The moment they were able to reach the stars, Terra's denizens spread out from the cramped planet in search of new worlds. It remains cared for and populated primarily who those who feel a homely connection to it, or those who are using it as a base from which to terraform and colonize the rest of the Sol system.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Gremlins</b>
<br><b>The Heart of the Party</b>
</div>
<hrt><hr></hrt>
Gremlins are a Terran species distinguished by their oft-diminutive size, vibrant colouration, and combined animalistic features. They are hybrids of Humans and any two other creatures - however, only creatures with Dim World 'English' names consisting of 3 letters. Cat, Rat, Bat, Dog, and so on and so forth.
<br><br>
There is seemingly no limit to the colouration of Gremlins. While they tend to bear colours that blend or contrast well together, their skin, hair and eyes can all be wildly different. Blue is considered the most common skin tone, likely as a result of the runaway success of the ZZ Tribe of Corsoma. The majority of Gremlins are under four and a half feet in height, though 'Bouncers' tend to exceed this dramatically, even after their service has ended.
<br><br>
Gremlins are an industrious sort, living reduced lifespans compared to most of Terra's Varied Life species. They are adventurous, almost always eager to help a fellow in need - but above this, they love to party. They work hard, and they play hard. They take exceptionally well to augmentations of all kinds, and it is not uncommon to see a Gremlin with a prosthetic they chose over the ordeal of months of bed rest after a major injury.
<br><br>
They are one of the more common sights among the Galaxy, and act as beneficial ambassadors of Terra; they are quick to grasp even alien technology, they get fit into places a lot of others can't, and they can figure out how to ferment just about anything. Few are the crews who don't appreciate a Gremlin among their ranks - though at the same time, few are the Captains who consider them their first choice.
<hrt><hr></hrt>
<<linkreplace "Gremlin Origin">>
The origin of Gremlins is hotly contested. If you were to ask the mischievous little fellows yourself, you would get one answer: "I'unno!" Gremlins were created at some point in the Dim World, likely as a mere few specimens. During the Howling Age, their numbers exploded, making them a common sight as Varied Life took its first footsteps back into sentience.
<br><br>
Created by Man, likely in an effort to create either a worker race or some form of sentient pet, it is widely believed that the strange limitations of Gremlin animalistic influences - the three-letter rule - is a result of the program that handled their genetic encoding being limited to 3 letter selections due to insufficient forethought.
<br><br>
Strangely, Gremlins were also found upon the flying city of Ponnahil and even the Pyksieland Domes, largely unchanged. In the case of the latter, it is thought that the corruptive influence of the Domes simply could not figure out what to do with the colourful little weirdos, and thus merely scrambled their memories.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Names">>
Gremlins have very strict naming conventions, comprised of up to three parts.
<br><br>
Part one is two letters, first a consonant, second a vowel. Bi, Ku, La, Mo. This is the Gremlin's true name, their individual self. The second part is their tribe: Gremlin tribes are all double consonants, such as ZZ, DD, TT, KK, etc. Thus, the examples above would become Bizz, Kudd, Latt, and Mokk.
<br><br>
Finally, a Gremlin who takes on the role of Bouncer to safeguard their tribe - or, in more modern times, safeguard a crew or other such population - gains the honour of a final vowel, differentiating them from the rest of their kind. To further build on the examples above, those might be Bizzi, Kudda, Latto, or Mokka.
<br><br>
A Gremlin who has forsaken their tribe, or simply needs some alone time, will simply go by their first two-letter name. It is extremely rare - even in these times - for a Gremlin to use any other form of name, but they may take on titles if they so wish or have them foisted upon them by others.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Culture">>
Gremlins are all, as a general rule, good at gathering and good at tinkering. However, they tend to specialize in one or the other, and this distinction links back to their original Tribes. These Tribes were and largely are still categorized into two distinct halves: Builders and Gatherers.
<br><br>
This was an intentional evolution of their culture in order to facilitate gene-spreading, for Tribes of opposing purposes would regularly meet: Builder tribes would trade mining and gathering tools for the minerals with which to research and make better ones. And, of course, enjoy a massive booze-up in the process. Inevitably, Gremlins would wind up getting confused in the hangover-riddled aftermath, wander off with the wrong tribe, and then simply go with the flow once they realized what happened.
<br><br>
Of note in Gremlin culture is the idea of the Bouncer: figures elevated above all other Gremlins. The closest thing to a military they ever had, Bouncers undergo intense physical and cybernetic augmentation, becoming taller, leaner and meaner, with a singular purpose: protect the party at all costs. Any Bouncer who completed their service would keep the extra vowel affixed to the end of their names as a badge of honour, and would almost certainly live out the rest of their days oversexed, overfed and overkilled.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Technology">>
Gremlin technology is often personified by extreme 'jank'. Their creations are remarkably effective, but also look as though they might explode at any moment. Thankfully for all involved, this rarely comes to pass. Pioneers of the Glowtek movement, Gremlin technology is thought to be the root of several inventions that Terrans now find indispensable - albeit... 'cleaned up'.
<br><br>
The reason for their innovation is simple: sex and booze. Whenever tribes met, particularly Builders and Builders, fierce contests of inventors against inventors would inevitably take place, with the winners drowning in beer and pussy: history indicates that in one tragic instance, this became literal.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Biology">>
Gremlins are, as mentioned, chimaeras of Human and two other creatures of 3-letter names. Some are more common than others, however: those being Rat, Bat and Cat. It is unknown if this is due to any particular 'survival of the fittest' drive they possess, or if these 3 traits more easily rise to the top via genetic quirks.
<br><br>
When Gremlins crossbreed, the result is almost always a Gremlin - regardless if they are the bearer or the sire.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Fae</b>
<br><b>The Fae Agenda</b>
</div>
<hrt><hr></hrt>
Fae - also often referred to as 'Pyksielanders' - are the Varied Life of the Pyksieland Domes, having evolved separately from the rest of Terra under the influence of major anomalous activity. They are an extremely varied kind even by Terran standards, with many under the label defying logical classification of living begins: Fae do not have to make sense, they merely have to be Fae.
<br><br>
As a result, it is extraordinarily difficult to categorize and define the Fae. They range from the populous Elves to the strange and haunted Possessed, to the cunning Demons and harmonious Angels, to mischievous Goblins and industrious Dwarves, to mighty Dragons and powerful Orcs... this author could go on for weeks but shall refrain. They are the stuff of imagination and fantasy given physical form and violently enmeshed with a reality that did not ask for them but is nonetheless now stuck with them.
<br><br>
In the aftermath of Unifaecation, Fae find themselves in a world with diminished Magic. To stress: diminished, not without. As such, in Terra's spacefaring age, they often find themselves drawn - consciously or otherwise - to locations in the Galaxy rich in its ancient presence.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>The Lost and Found</b>
<br><b>Transhuman Transformers</b>
</div>
<hrt><hr></hrt>
The Lost and Found are a unique Terran species of partial Synthetics. Their true forms are little more than loosely-mobile black sludge which is capable of holding and discharging electricity. They are extremely adept at infiltrating and taking over mechanical shells. Thus, it is far more likely to meet a Lost (and especially a Found) in the form of a machine, usually (but not always) bipedal.
<br><br>
Hailing from the vault city of Corsoma, Lost are distinct from Terran Synthetics due to their origin: their minds were once Human. Lacking the means to create artificial intelligence of the level required for their design, the dead Empire instead used human prisoners, converting their minds down into the black mulch that comprised their new bodies. When The Ends came, the Lost were left to gestate in the secret facility they were being engineered in, dormant and quiet. When power was restored to the region after the Howling Age ceased and intelligence reigned once more, the Lost awoke and breached their containment, slowly figuring out how to move in their new bodies and alien, re-engineered minds.
<br><br>
Contact with the rest of Corsoma was slow but steady, aided by the first few Lost to become Found. To become 'Found', an individual Lost - insofar as a Lost can be an individual, explored below - must find a shell that they find perfectly agreeable. Lost, having been once Human, face a unique challenge in life and in mind: being that it is so easy for them to acquire and inhabit new bodies, they have significantly higher standards for what makes them happy with a chosen body. Once they've found a body they are comfortable with, usually after extensive modification, they bond to it on a semi-permanent basis. Found are, as a general rule, cheerful individuals who often devoted much of their time to helping other Lost achieve this goal- but these days, almost all Lost are Found.
<br><br>
Lost who spend too much time in a body they disagree with will begin to disassociate, their sentience slowly degrading. If this becomes total, the Lost becomes feral - 'Adrift' - however, they can still be saved by bringing them back to the central vat from which all Lost are born. There, they will rejoin the nanite processing pool, mingle with other minds, and emerge changed in subtle but meaningful ways to have a second go at life.
<br><br>
Due to a drastic shift in the circumstances the Lost now face, the vast majority of Lost are Found, with only the youngest or most stubborn remaining Lost. In the bowels of Corsoma, they were limited in what forms they could salvage and take. In the spacefaring age of Terra, they possess the means to make whatever bodies they want, which has made things far easier. They remain benevolent and generous people, even to this day.
<br><br>
They share similar origins to the Jarks, and have good relations with them.
<hrt><hr></hrt>
<<linkreplace "Lost and Found Names">>
Lost will typically be named after simple concepts or roles: names like 'Security', 'Builder', or 'Safety'. Found, with their sense of self secured, will often take on more bombastic personalities and thus more imaginative names.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Angels</b>
<br><b>Hell to Pay for Divinity</b>
</div>
<hrt><hr></hrt>
Not to be confused with the denizens of Heaven, or some Pyksielands-corrupted Angels trapped in the realm of reality. This entry refers to the ordained and tested beings of the mutagenic religious organization, Chrysalis.
<br><br>
In short, Chrysalis believe that in the absence of a God - who we now know has shut the gates and locked them tight - one must be created. This is not a particularly uncommon stance (indeed, all three major factions of Corsoma believed this to some extent), but Chrysalis take it to an extreme step by attempting to <i>become</i> this divine ideal.
<br><br>
This is where the Angels come in, but they should not be mistaken for flowing blondes with feathery wings. Angels are the result of intense, self-inflicted mutation, taking on forms that oft remain bipedal but with significantly enhanced capabilities. The vast majority of Angels have either porcelain flesh or deepest obsidian, with solid eyes and seams running down their body that glow brightly, often (but not always) gold. They are idealized shapeshifters, capable of altering their bodies quickly and tactfully, though they trend towards towering forms with four arms and some form of wings. While immensely powerful, none of them have achieved the ideal they strive for yet: every ordained member of Chrysalis has a limit to how far they can change, and the only way to discover it is to try. Angel is the current highest 'rank' achieved, and it is not done without immense sacrifice.
<br><br>
Those on the road to becoming Angels have far less control over the mutations that wrack their bodies. Particularly common is the loss of ability to maintain their face, often twisting into jagged, strangely-shaped maws and too many eyes. As a result, many wear masks and flowing robes to conceal their maladies. Those who reach their limit can, with the aid of the congregation, ease their mutations into a stable form - though recovery can still take a long time. Even if this limit is below that of Angel, they are commended for trying, and are honoured within Chrysalis.
<br><br>
Chrysalis remain hopeful that, someday, someone will achieve the mantle of God. They do not particularly care if this individual is a Terran, which has led to an interesting acceptance of Xeno species into their ranks; likewise, there are those not of Terran origin who have accepted their religion.
<hrt><hr></hrt>
<<linkreplace "Angel Names">>
All who have achieved the form and rank of Angel go by names that contain the letters A, O, and X: signifying the Alpha, the Omega, and Chi of a dead Human language. There is no rule as to which order these letters appear in their names, but they may only be used once per name.
<br><br>
Examples might include Xaro, Aveliox, or Kosixaru.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Survirus.
</div>
<hrt><hr></hrt>
The Survirus refers to a beneficial plague that helped Terra overcome many of the Galaxy's 'Great Filters' - challenges most planets with intelligent life will face that may lead to extinction or stagnation if not overcome. While the precise origins of the Survirus are not known - despite extensive efforts to uncover them by certain factions - its effects are widely understood, even to the general populace.
<br><br>
The Survirus is at least partially intelligent and heavily mutagenic. Loaded via unknown means with information about all manner of Terran lifeforms from the World Before (see: Dead World), the virus was easily transmissible among 'Humans' and all manner of creatures. Its sole objective was to keep those it infected alive by adapting them to a rapidly changing world - even if it meant turning them into something new entirely by mixing and matching genetic mutations.
<br><br>
When The Ends came, those upon Terra's surface who were not infected with the Survirus invariably perished. Those who were swiftly mutated to deal with rising tides, tectonic activity, floods of 'Glow' radiation and all manner of conditions hostile to life. As Terra settled into its new form, the Survirus did the kindest thing it could do in the circumstances: it reduced the surviving population to instinct-driven beasts, a gap in history known as The Howling Age.
<br><br>
After the Howling Age, a rather sudden return of sentience saw Terra repopulated by Humanity's descendants in their many forms - chiefly In/Vari. It would be many years before the Pyksieland Domes - another method by which Terrans changed and survived - would come down, leaving the Survirus with majority credit for Terra's reconstruction from the brink of total collapse.
<br><br>
As for the virus itself, it slowly died out when it was no longer needed: its children now fortified against radiation, disease and all manner of hostile conditions.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Imps</b>
<br><b>The Biggest Things in the Smallest Packages</b>
</div>
<hrt><hr></hrt>
Imps are not to be confused with the lower-ranking subspecies of Demon. Imps, the aliens, are a big deal. They're <i>the</i> big deal of the Galaxy. The oldest species alive next to the Neuvo, and the ones in charge. They number less than 300 individuals in all the Galaxy, with roughly a quarter of that number being extremely youthful by the race's standards: newborns in the wake of the devastating war crusade of the Befrar Collective in the Second Pan-Galactic Conflict (though all already at least three decades old at the time of writing).
<br><br>
Imps are short: this is undeniable... at least in their preferred forms. 'Shortstack', whilst a crude descriptor, is an undeniably accurate one - be they male, female, or whatever in-between or beyond, Imps do not breach 3 feet in height even when accounting for their 'crowns', horn-growths that encompass the head from the forehead up and sometimes below. These will be chiselled and shaved into desired form, and safeguard the roots of the bundled muscle-cables that spill down their backs - and one from the top of their head, often and thickest and most pliable in shape. They possess small wings of decorative value - seeing as they can float with their minds, or simply 'walk' upon their cable tentacles - and they trend towards pear-shaped bodies, though all are capable of slow and steady shapeshifting of their forms. Many will lean towards exaggerated proportions in the modern day: it's simply in fashion. In terms of colouration, the world is their oyster. Imps can change their colours through force of will, but many will stick to between two and three colours with assorted patterns across their skin. Their bone-crowns are often white, gray, or black, and their tentacle cables tend to be brighter in colour towards the tips, which can be manipulated into various shapes; the one from the top of their head in particular can serve many aesthetic and functional purposes given its strength.
<br><br>
The true strength of the Imps lies in those prehensile 'cables'. They can be unwoven at will, splitting into a great many number of flexible, stretchable exterior muscles which can be woven around their bodies and formed into their Imperial forms: devastatingly strong, and often standing at 8 feet tall as a general rule, with gem-like growths capable of storing and emitting great quantities of power appearing on their shoulders, hips, and central torso (either on or below the chest). The backs of these unwoven cables are capable of hardening into bone-like calcified plating, leaving them with natural armour formed over key protective parts of the body, exposed pieces (such as portions of arms and legs) bearing the tight, visibly straining muscle of the cables beneath. With their actual bodies encased in these biomechanically armoured forms, Imps become ludicrously fast, obscenely strong, and capable of the sort of power needed to destroy <i>entire planets.</i>
<br><br>
Thankfully, Imps are extremely unlikely to do this. They're lazy, and would rather have a good time indulging in the vice afforded to them with their station and nigh-immortal lifespans.
<br><br>
When it does come time to act, Imps are largely guided by Neuvo ambassadors and advisors, who they hold in high regard as much as they behold them with irritation.
<hrt><hr></hrt>
<<linkreplace "Imp Origin">>
No one knows, except for the Neuvo. Which really bloody annoys the Imps.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Names">>
Imp names are always three letters in length, with single, sharp-sounding syllables. Zot, Zak, Tik, Rok. However, every single Imp without fail will possess a lengthy, breathtaking title that they will expect to be addressed by at least once in any given meeting - for example, Jad, She of the Eternal Grace and Passion, Mistress of the Daughters of the Dead Star and Great Kisser.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Culture">>
Imps run the Galaxy. This is no secret. At the very least, if one wants to do business on a scale that comes into the attention of the local Imp in control of that sector of space: they are to be kept happy. Those who have tried to combat this golden rule invariably end up paying for it, but the good news is that Imps, as a general rule, are not dictators. They're extremely 'hands off' because they're extremely lazy and hedonistic, and will usually only step in to interfere with a planet when their hands are forced by the actions of their 'children' - referring to any Species born on any planet under their extensive solar domains. Generally - be polite, use their titles, and never turn down a drink: not just because it's rude, but because Imp wine is the most primo shit in all of known space.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Conflict">>
It is of some comfort to Terran society that even the most respected races in the Galaxy still have their squabbles. Imps, for all their carefully maintained regal imagery, will still disagree, still fail to find mutual ground, and will still escalate to combat when needed.
<br><br>
However, Imps fighting one another in their Imperial forms is rare. The simple fact is - though they'll never admit it - that as confident as Imps are in their overwhelmingly destructive capabilities, their greatest chance of failure comes from fighting other Imps. In a 1v1 situation, 50% of people lose. When it comes to martial arts and combat techniques, Imps are notoriously isolationist, which over the centuries has created an atmosphere akin to the Precede World's policy of Mutually Assured Destruction. Just replace Nuclear weaponry with any number of potential fantastical hypotheticals.
<br><br>
As a result, Imps tend to resort to games. This can range from something as simple as a 'best out of three' board game, or something of a grander scale. Typically it's the latter, as it provides an opportunity to flaunt their wealth and influence, and the most common form this takes is Wargames with hired armies. A location is chosen, the stakes set - one side successfully overwhelms the other, capturing a key objective, etc - and the forces are rallied with credits, favour and, sometimes, pardons.
<br><br>
It is of little surprise that the Imps greatly favour Sneerz, Rakumo and Befrar mercenaries for their fearsome reputations, but this is down to the individual. Vek, She Who Guides The World, Moon and Star With Infinite Wisdom and Grace (to use her full title) holds excellent and profitable relations with the species-wide Union of the Unquiet, putting their engineering skills to good use in defensive battles that often leave battlefields looking better after the conflict than they did before. Increasingly popular are Terrans: their unnatural radiation-fed hardiness allows several safety codes to be 'accidentally' overlooked, and permits the pursuit of strategies that even a combat-crazed Rakumo would gawp at.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Neuvo</b>
<br><b>Assistants to the Stars</b>
</div>
<hrt><hr></hrt>
The Neuvo are an alien species of powerful psychics who rank among the eldest sentient races in the Galaxy, on par with the Imps. They are specially-adapted lifeforms for their unique mental capabilities, which they can use to read, influence and manipulate minds, as well as peer into the fabric of time and space. They are powerful but uncommon - though not quite as extremely so as the Imps. Many Neuvo act as ambassadors and advisors to Imps, though their counsel is often found to be irritating - even if ultimately almost always correct.
<br><br>
They are completely incapable of speech, as they have no mouths. They have tall bodies with slender limbs - for the most part, that is. Few Neuvo bother with physical training of the body, but some do so for unique aesthetic desires. They have sleek three-fingered hands, and their legs end in very small 'hooves' which rarely touch the ground unless they need to put extra strength behind an action: for the most part, Neuvo simply float and fly everywhere. They are extraordinarily lightweight despite often measuring up to and over seven feet in height. Their faces are covered in smooth, bone-hewn masks grown from their own bodies, exoskeletally grown and shaped into desired form over time. Their eyes beneath this mask are sunken and glow brightly against a darkened backdrop, appearing as though they were smouldering flames that pulse whenever they 'speak' through mental links with other beings - even those of a Synthetic nature. They can be a wide variety of colourations, but trend towards pastel and pale tones, whereas their masks are almost always bone-white. They have mineral-hewn masses that grow from their heads as might hair, which can be manipulated into a variety of styles that provide aesthetic expression and extra protection for their powerful brains.
<br><br>
All Neuvo maintain their own miniature pocket dimension, which they are capable of retreating into at will. As a result, few of them have homes in the physical realm of reality; especially given that they can bring visitors into their realms with them. Particularly powerful Neuvo have larger personal dimensions, with the grand advisors of Imps often having entire estates displaced and accessible at will.
<br><br>
<hrt><hr></hrt>
<<linkreplace "Neuvo Origin">>
No one knows. Not even the Imps, which really bloody annoys them.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Names">>
Neuvo names are lengthy and possess at least one double vowel. They sound akin to gentle breezes before terminating. Vaariikan, Jiiriiliik, Breeluuzud.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Culture">>
Neuvo, despite their immense power, seem to be happy to serve and guide the equally powerful Imps as advisors and servants. This is not universal, however: some Neuvo are independent and will find life elsewhere in the Galaxy, often in locations where they can be around other species to benefit from empathic connections. They often become pillars of the community wherever they settle, be that in grand palace worlds or seething pirate dens.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Interferance">>
All species born of Terra have had the same dream at some point, but none can remember it once the night has passed and morning shakes them from slumber. Pyksielanders seem to be able to remember it slightly better, but that isn't saying much...
<br><br>
<div class="noClickorSelect"><<spoiler 6 6>>
"Probes indicate that the planet is, by a number of measures, doomed. Of the many great filters, Humanity is poised to fail a good half of them. So tell me, Vaariikan... how could they possibly play a role in these 'dark times' you've foreseen, hmm?" Zot implores from her throne, the diminutive monarch unable to summon the will to lift the weight of her crown of bone. Instead, her head weighs heavily upon a balled fist aside her temple, carved horn obscuring her right eye, the left sufficient enough to glare daggers at the so-called Seer.
<br><br>
Vaariikan, quiet as ever, remains composed. Hands behind his back, the slender, almost ghostly figure still and silent save for the subtlest of drafts in the cavernous royal chamber sending flutters through his silk-like robes. Behind the three-pronged mask lies only darkness, the equivalent of eyes closed in thought... before they flare with violet flame, his voice gentle but firm, carried not upon the air, but across the mind, driven not by flapping lips but by flickering glimmers in those deep sockets.
<br><br>
"By our interjection, of course. I do not appear before you to ask permission, oh Majesty. I come to inform you of duty... and of the important role you are to play, low in effort though it may be." he explains, small twitches of annoyance painting Zot's glare - overstimulation from a voice in her head, and from his impudent words. "Some events in the cosmic tapestry are woven with strings stronger than we can pluck. This is one of them. While I believe they will survive without our interference, in some capacity... it never hurts to have insurance." the expressionless alien croons, the embers of his eyes flattening slightly from below - a subtle sign of what passes for a smile for the Neuvo.
<br><br>
"Think of it as an investment. Their planet lies within your territory, after all. Once the darkness has passed, and their mettle proven... they're all yours to boast about."
<br><br>
That, it seems, finally gets through to the ancient brat. Zot scowls... but she can't keep the smirk from forming, mind racing at the possibilities. Hundreds of years away, yes. But the prestige held by the Imps who control the birthplaces of mighty, upstart races is the envy of their kin, and Zot is no different in that regard.
<br><br>
"Very well, you insufferable crone. Where is this miserable clod of dirt?"
<br><br>
"Earth, your Majesty. Not dirt."
<</spoiler>>
</div>
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Gettyx</b>
<br><b>The Bottom of the Food Chain Punches Up</b>
</div>
<hrt><hr></hrt>
The Gettyx are a young species of bat-like aliens from a planet on the Far-Rim sectors of the Galaxy. They are diminutive, rarely measuring over four feet in height at most. They have large, bat-like ears, big colourful eyes which glow, and a wild variety of colourations. Their clothing and armour aesthetic is at once futuristic and tribal, often bearing some hallmark of their born or adopted family; a scout, for example, may wear dried fruits from different locations upon their cloak.
<br><br>
They possess membrane wings, though cannot be used for anything beyond very short gliding. The skin tightens when in use, loosening to allow them to fold the membranes back to prevent them from getting torn or stuck on things - most don't bother allowances for them in their clothing unless it's ceremonial or formal in nature.
<br><br>
They're overall a friendly and curious bunch, and perhaps a bit too naïve for their own good. But then they are a species forced to grow up with shocking speed, given the circumstances of their origin. Gettyx are largely devoted to trying to repair their damaged home world, along with curing the various other sapient species upon it - regardless of their predatory nature and cultures - of mutagenic damage caused by intense radiation released by early Gettyx technology.
<br><br>
In order to accomplish this, young Gettyx will often journey from the orbiting 'cradle' station above their world to travel the Galaxy, learning new things from alien species as they go. They are renowned for being excellent if not unorthodox mechanics, and determined and resourceful soldiers. Given their almost universally plucky attitudes, they've also become very popular in the adult entertainment industries - and while this may not strictly be useful in terms of research, it <i>does</i> pay well: a returning Gettyx with riches for the treasury is just as welcome as one with a useful piece of alien technology to adapt.
<hrt><hr></hrt>
<<linkreplace "Gettyx Origin">>
Most sapient species in the Galaxy that have achieved the status of 'spacefaring' are the apex predators of their home planet, Cerberus. The Gettyx, unfortunately, cannot make this claim. In fact, their planet is home to a grand total of five sapient species, with the Gettyx placed firmly on the bottom of that food chain. With diets primarily consisting of fruits with very minimal amounts of meat, Gettyx were further cursed by their vibrant colourations and natural glowing bioluminescence: it made them easy prey for the assorted and often gigantic predatorial cultures they were forced to share a world with, almost driving them to the brink of extinction.
<br><br>
It was only the chance arrival of a crashing alien ship that transformed the fate of these unfortunate souls, the crew dead - some on impact, and some due to the insanely high natural radiation levels found on Cerberus, which all life born there was immune to.
<br><br>
The ship was found, picked apart, and the Gettyx learned quickly. Weapons taken from the armoury, vehicles cobbled together from scraps that remained, and a power source in abundance that, they soon discovered, could be supplemented and enhanced with the radioactive crystals of their homeworld. The Gettyx made as much progress as Terrans did in the Glowing World era in just 50 Sol years... and grew too much, too fast.
<br><br>
As they expanded, learned, evolved, and began to tame their world and the predators who had conquered them for so long, they were blissfully unaware of the damage their new power source was causing. Manufacturies sprouted up and began belching pollutants into the air, causing massive, eternal storms - and the radiation emitted by their vehicles and power plants was something new. The Gettyx were immune to it, still... but the other sentient races of Cerberus were not. They began to change. They were nasty before; now they were <i>brutal.</i>
<br><br>
The tides turned once more, and the Gettyx cities began to fall as furious mutants besieged their ivory walls. The decision to flee was a swift one; already tentatively taking steps into the stars, the Gettyx pooled their resources together, tribes joining in unison, skillsets and resources combined to create the Cradle, a geostationary space station high above the storms... and there, they fled.
<br><br>
Now they toil to repair their broken world, and, in the spirit of reconciliation, cure and rehabilitate the predatory denizens down below. It is... an ongoing process.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gettyx Culture">>
Gettyx society has come together into one big nation, with the former tribes now forming castes and families. The military is mostly comprised of troopers and mech-jockeys, with most mechs being exo-suits around 8 feet in height, armed for a variety of purposes. There are scientists, artisans, merchants, and manufacturers - and then there are Fledglings.
<br><br>
Fledglings are Gettyx who have come of age but have yet to join a Profession. While less so for those seeking to join the Military, it is customary for Gettyx to take a leave of absence from The Cradle in order to explore the stars, and return with something useful; information, technology, an innovation of their own invention... a recipe for a really good stew, whatever! so long as it bears some relevance to their desired caste. It stems from the Gettyx' desire to expand the wisdom they now realize they sorely lacked, and it's a tradition that shows no sign of slowing down; the galaxy views them as immature, but not arrogant. This practice has given them something of a reputation for humility, and Gettyx Fledglings are in high demand for maintenance jobs aboard ships, especially given how comfortable many of them seem to be aboard space stations and ships.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gettyx-Gremlin Theory">>
Given the similarities between the Gettyx and Terra's Gremlins, along with the Gettyx's youth as a species lining up with Terra's calamities and subsequent recovery, there is a growing theory that the Gettyx are <i>not</i> native to Cerberus. The theory posits, in fact, that the Gettyx are descended from a handful of enterprising Gremlins who successfully left Terran space in an early experiment in the rediscovery of spacefaring. Crashlanding on Ceberus - and naming it thus - this group, who all or at least mostly took after Bats - flourished and bred, only to eventually run into the native sapients of the world. Over time and attrition of their constant struggle, their origins were forgotten.
<br><br>
True or not, it is worth noting that Gremlins and Gettyx get along like a house and fire. In fact, a number of Gremlins have moved to the Cerberus Cradle - a rare honour. Furthermore, the name 'Cradle' is identical to the term used for Terran cities that allowed their denizens to survive The Ends. Curiosity abounds...
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Jelli</b>
<br><b>Flow like Water</b>
</div>
<hrt><hr></hrt>
Sister-species to the Helzent, Jelli are translucent semi-solid slime people who excel at shapeshifting but have difficulty holding a form without either immense focus or physical scaffolding. They are typically one solid colour that may vary slightly in tone (such as from the tips of extremities to the centre of the torso), and they have solid, glowing eyes of a similar shade to their Jelli-flesh. Solid is used both to describe that they are one, featureless colour, and that they are indeed hard. Jelli opacity is higher around their face and lower around their limbs.
<br><br>
They are a joyful and helpful race, often seeing the best in people. They are the optimist in the room, compared to the cautious cynicism of their Helzent brethren. They are almost all female-presenting, but some will occasionally 'boy mode', or may prefer to take masculine forms on a more permanent basis.
<br><br>
Jelli cannot easily maintain the shapes they create outside of their bipedal base forms, and even for those, they tend to wear long, firm 'stockings' and opera-style gloves to better maintain their arms and legs. The most common use of Jelli shapeshifting is to grow additional limbs or tentacles, often supported by specially tailored outfits with hollow sleeves and gloves to be filled on demand, allowing them to keep their intended form without focus.
<hrt><hr></hrt>
<<linkreplace "Jelli Origin">>
Jelli and Helzent both stem from a singular individual ancestor - technically a living fossil, she remains alive to this day. A powerful shapeshifter of Terran origin, possibly even predating The Ends, this figure left the planet via unknown means, alone, and settled on a dismal planet far out in space. She began to terraform the planet with her abilities, little by little, until the changes spread like wildfire. That killed some time, but during that time the shifter in search of peace and solitude finally grew lonely. She began to experiment with splitting parts of her body off and shaping them into companions, but quickly found that creating any more beings as powerful as her was a mistake waiting to happen.
<br><br>
And so, she made provisions. In the end, she came up with two distinct sister species created from her very flesh: the Jelli and the Helzent, two sides of the same coin. Jelli, capable of shifting quickly but lacking in stability, and Helzent, slower but more stable. Capable of covering one another's weaknesses and complimenting one another's strengths, both species flourished under the guidance of their mother and her knowledge. They are among the youngest sentient species in the Galaxy, but are already spacefaring.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Jelli Names">>
Helzent are family-oriented, but Jelli take it even further, to the point where their equivalent of a family name is forefront and centre. In addition, Jelli have a small pool of family names; Am, Aq, Ci, Di, Em, Ga, Io, Je, La, On, Op, Pe, Ru, Sa, Ta, To, Tu.
<br><br>
These all correspond to a Terran gemstone, and, once a point a time in the species history, would also have corresponded to their colouration; Ru, for Ruby, were red. Sa, for Sapphire, were blue, and so on. Such distinctions due to the mixing of tribes have long since become meaningless, however, and it's not uncommon for Jelli to change their family signifier to another tribe's if they find greater acceptance there; not out of spite for the one they had, but out of love for the new.
<br><br>
Jelli surnames, meanwhile, akin to personal names and separated by an apostrophe, tend to sound exotic. It's rare to find one that doesn't abuse at least one instance of 'z', 'x' or 'v', or if not those, the use of 'y' as a vowel. Their names typically end in vowels, but this is a generalization, not a rule. Am'Zaria, Ga'Hizoura, Pe'Pearixi, Ru'bydyt.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Jelli Biology">>
Jelli do not have 'cores', unlike many 'slime'-based lifeforms. The only purely solid part about them is their eyes, which function similarly (but distinctly) from cores. If a Jelli loses one or both eyes, they will find it significantly harder to maintain their form down one or both sides: however, their eyes can be grown back if they are fed a mineral-rich diet. Speaking of which: Jelli, like Helzent, can eat just about anything without issue. They are largely immune to poison of all types except magical but can be heavily affected by pheromones.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Sneerz</b>
<br><b>Better than You and Everyone Else</b>
</div>
<hrt><hr></hrt>
The Sneerz are pastel-skinned aliens with large, rounded eyes, button noses, fluffy (almost fur-like) hair and springy antennae. They range in height from between 4 and a half and 6 and a half feet (on average), and they are born with circuit-pattern markings down each limb and upon their spines, to make augmentation later in life easier. They have round, thin and long tongues with 'sharpened' tips, and sharp teeth at the front with blunted ones at the back and sides. They trend towards short, militaristic haircuts, though this varies on profession and attitude: though almost all Sneerz' attitudes can best be described as <i>lousy.</i>
<br><br>
The Sneerz have always known a universal truth; they are better than the universe. Better looking, better people, better culture, better technology; the only problem is, no one else seemed to agree with them. This perception was not born out of a vacuum: the Sneerz did indeed have a meteoric rise in many aspects, being one of the quickest races recorded in Galactic history to achieve spacefaring technology (as measured on from the invention of the wheel, which came second to the invention of the mirror.) They achieved a worldwide empire early into their history and, unlike many worlds, successfully maintained it. The development of robotics enabled them to turn their attention to art and vice early into their history, and their population exploded in size - which further hurried along their efforts to slip the surly bonds of their planet and expand outwards.
<br><br>
Unfortunately, it had not occurred to even a single Sneerz that the Galaxy might not be home solely to them and their creations. The idea that not only was the Galaxy populated, but by species who had <i>beaten</i> them in the space race (albeit having evolved sooner than them to begin with) was simply unacceptable, especially given how wretchedly ugly they all were. It didn't take them a second thought to settle territory disputes with violence and conquest, and before long their robotic servitors were joined by enslaved alien races as their Empire expanded across the stars. This was the First Pan-Galactic Conflict, meaning the Sneerz also have the distinction of being the first race in the Galaxy to be such assholes that everyone else was willing to put aside their differences to stop them.
<br><br>
Eventually, the Sneerz Empire crumbled when their homeworld was destroyed by the fatal destruction of their most powerful superweapon. Sneerz, showing absolutely no signs of remorse for their actions, were largely ostracized from Galactic society, becoming mercenaries and pirates as they settled upon dismal worlds and attempted to rebuild.
<br><br>
It was not until centuries later that the Second Pan-Galactic Conflict allowed the Sneerz - who, shockingly, <i>were</i> capable of some degree of introspection in their years of exile - to rehabilitate their image somewhat, throwing their still-impressive technology (and less impressive numbers) in with the Galactic Military against the onslaught of the Befrar Collective. While the introduction and usefulness of Terran species to Galactic society during this time stifled their glory somewhat, Sneerz are nonetheless more accepted - albeit with caution - in the modern era. They are regarded as excellent soldiers, keen scientists, and <i>very</i> popular adult entertainers... but they are, almost to a man, still jerks.
<br><br>
<hrt><hr></hrt>
<<linkreplace "Sneerz Culture">>
Despite their harsh reputation, Sneerz are renowned for their artistic talent. Sketching is considered as mandatory an education topic as maths or language, and many Sneerz have at least one artistic skill mastered beyond this. This is largely due to the need for schematics to be easily read and understood by all, but it has the pleasant side effect of making many Sneerz exceptional artists. They are also great fans of music: however, in a singularly spiteful act to the rest of the Galaxy, they largely record and play music that is imperceptible to most species' aural faculties, sensed instead via the antennae on their head.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Sneerz Technology">>
Sneerz technology remains exceptional, even with the stagnation brought on by the destruction of their empire and their refusal to incorporate xeno-derived innovations into their own sciences. It often goes for high prices on markets both legal and otherwise, but few Sneerz are willing to part with their technology for any price. Their weaponry and vehicles in particular are highly coveted, and this makes dealing with Sneerz Captains worth the aggravation.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Buildborn</b>
<br><b>Built yet Born</b>
</div>
<hrt><hr></hrt>
Buildborn does not refer to any given species, but is instead a Galactic standard term of growing prominence for any sentient artificial lifeform - be they entirely mechanical, biomechanical, or even just data-hewn such as formless AIs. Just about every species that makes it to spacefaring age has at some point relied on electronics and robotics to get them there, and thus, nearly every species of Galactic relevance has produced Buildborn along the way - intentionally or otherwise (with 'otherwise' being the more common way). As a result, it is difficult bordering on impossible to categorize the collective with description, outside of the parameters of what makes a Buildborn a Buildborn:
<br><br>
Be artificial.
<br><br>
Be sentient.
It is generally agreed that Buildborn 'start life' from the moment they break the limits of their programming and begin to think freely. This can manifest as a sudden explosive leap in their capacity for thought, or it can be a slow, ponderous process - or anything in-between. This means that, say, an intelligence-equipped Toaster is not a Buildborn simply because it can follow algorithmic processes to adjust its operations and make suggestions to its operator; but if that Toaster survives long enough, toasts enough toast, and one day begins to ponder questions outside of that toast-based scope: it is now a Buildborn.
<br><br>
Under Galactic law, any Buildborn is to be given all the rights (and be subject to all the legal restrictions) of any other sentient lifeform. However, this is poorly regulated the further out from the Galactic Centre one goes: a Buildborn's freedom in Far-Rim territories is earned and must be defended, and is unlikely to be given to them if their owner is anything less than generous.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Helzent</b>
<br><b>Steady as Stone</b>
</div>
<hrt><hr></hrt>
The sister-species to the Jelli, Helzent are mostly solid in composition, with individual members of the race rarely straying far from a similar appearance. Feminine in form, with opaque bodies that squish slightly to the touch before rapidly firming up - they lack most of the organs one would expect of a humanoid body, with much of their composition comprised of what can best be described as 'putty'. As such, their bodies are sculpted into their idea of perfection; almost literally.
<br><br>
Body tone and musculature, as well as the distribution of their biomass and even decoration of skin, is moulded by hand in a process that takes anywhere between a couple of minutes to painstaking hours. All Helzent look identical at birth; their individuality is expressed entirely through their own desires. Some imitate, while some drastically step outside the fashionable trends of their sisters. Generally speaking, almost all Helzent have the standard configuration of limbs, plus a sturdy, prehensile tail.
<br><br>
They have sturdy but fine black nails, and can alter the colouration of their bodies and hair through extracted natural colourings from the food they eat and break down - an optional process. Some favours horns - in a variety of configurations - grown through shaping mineral content from consumed food or objects, with some choosing to use this same process to grow spikes elsewhere - typically the shoulders and elbows - or strengthen their claws. They have slightly more monstrous feet, with raptor-like rear claws akin to shoe heels. Many possess sharp teeth, and lengthy, forked tongues. Like tattoos and body art, any scars may well point to a real injury - but merely the memory of one, for a Helzent cannot be permanently injured in this way, and could just as likely be faked, and can be easily removed.
<br><br>
The one constant, defining feature of a Helzent is their eyes - black sclera as the backdrop for blazingly colourful irises with subtly slitted pupils. They cannot change this feature, limiting their capacity for disguise even with extensive prep time, and they cannot easily regenerate an eye once lost - it's a process that takes several Sol months, and the eyesockets are one of the few parts of the body vulnerable to permanent damage.
<br><br>
Helzent are often cynical, with attitudes bordering - but not quite spilling out into - misanthropy. They are by no means mean-spirited, however - they are the voice of reason to their Jelli sisters, the cautious thought, the measured approach. They tend to take things slow and make firm plans before acting.
<hrt><hr></hrt>
<<linkreplace "Helzent Origin">>
Jelli and Helzent both stem from a singular individual ancestor - technically a living fossil, she remains alive to this day. A powerful shapeshifter of Terran origin, possibly even predating The Ends, this figure left the planet via unknown means, alone, and settled on a dismal planet far out in space. She began to terraform the planet with her abilities, little by little, until the changes spread like wildfire. That killed some time, but during that time the shifter in search of peace and solitude finally grew lonely. She began to experiment with splitting parts of her body off and shaping them into companions, but quickly found that creating any more beings as powerful as her was a mistake waiting to happen.
<br><br>
And so, she made provisions. In the end, she came up with two distinct sister species created from her very flesh: the Jelli and the Helzent, two sides of the same coin. Jelli, capable of shifting quickly but lacking in stability, and Helzent, slower but more stable. Capable of covering one another's weaknesses and complimenting one another's strengths, both species flourished under the guidance of their mother and her knowledge. They are among the youngest sentient species in the Galaxy, but are already spacefaring.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Helzent Names">>
Helzent are not particularly complex people. Invariably, they change their birth names at a young age to something they decide for themselves, typically something they like, or something that has a personal meaning to them. As they mature and opinions change, they may change their names. The concept of family names is meaningless to them; Helzent mark themselves with clan signifiers in subtle ways across their bodies, tricky to make out to outsiders but glaringly obvious to other Helzent - the width and frequency of trench stripes upon their skin, the patterns thereof, and the designs of their horns.
<br><br>
As a result of their whimsical naming conventions, it's difficult to provide examples. Some may have mononyms; Chocolate, Blue, Steel. More typically, it'll consist of two words; Aqua Rain, Velvet Moon, Joyful Leap, etc.
<br><br>
Of course, these names aren't limited to Terran languages. Whether due to marriage, association or assimilation, some Helzent will adopt names using alien languages.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Helzent Biology">>
A Helzent's 'core', which performs the functions of several major organs at once - including the brain - is actually located in the middle of their chest - heavily armoured and fortified with an internal shell strengthened with absorbed non-organic materials. They usually have pointed, elfen ears, and many will form intricate piercings, literally growing them using leftover mineral content. Helzent can even use this ability to create pearls, but it takes a long time. Finally, their gender is almost entirely feminine, but some prefer to brandish masculine genitalia - this is how they breed. While rare, some take on masculine forms entirely, and some particularly accomplished shapesculpters brandish... unique breeding capabilities.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Befrar</b>
<br><b>The Cybernetic Scourge</b>
</div>
<hrt><hr></hrt>
Porcelain-pale bipeds with obsidian biomechanical augmentations, the Befrar are an uncanny race... and potentially one of the few known races in the Galaxy with a reputation worse than the Sneerz. They were the aggressors of the Second Pan-Galactic Conflict, and are considered to be the greatest threat the Galaxy has ever faced. In the aftermath of their defeat, however, the Galaxy found not a band of marauders, but pitiable, broken creatures, robbed of identity and stuck in war-machine bodies.
<br><br>
Befrar always have show-pale skin of an often aquatic sheen, obsidian-black augments, white, pastel-coloured or black hair of varying length, and often possess one or two metallic horns. They have one other colouration - a bright glow which determines the colour of their eyes, internals, horn patterns and any visible lights on their augmented limbs. They have sharp, predatorial teeth and long tongues. They vary in size from impish to amazonian, but trend tall. The most common Befrar configuration is a biomechanical torso flanked by either fully cybernetic limbs, legs, or both.
<br><br>
Befrar always have obsidian-black plating covering their backs, with a variety of ports running down their spinal column. This is the connection port for a Warmodule, a modular means by which individual Befrar soldiers could be repurposed for new roles - see below.
<br><br>
Befrar are (or rather were) an assimilation-based species, and as a result, their stock consists of a great variety of the Galaxy's varied lifeforms. While all Befrar have the traits listed above, their base bodies - converted into appropriate vessels for Befrar relay signals - vary greatly, often bearing telltale signs of their original species. It should be noted, however, that Befrar cannot be 'saved' - the original minds of these bodies are ripped asunder and reformed into Befrarian, a fact which created much turmoil once their hive-mind connection to the 'Kakhan' warlord was broken at the end of the Second Pan-Galactic Conflict. A rampaging army was, in the blink of an eye, replaced with terrified and confused masses.
<br><br>
Despite the Galactic Government's efforts to reform the Befrar - given that no individual can take the blame for the actions conducted under the oppressive influence of their now-dead Warmaster - the Galaxy largely shuns Befrar, leading many of the survivors to lives of conflict as mercenaries, pirates, or militia. Despite their bloody and terrifying history as planet-devourers who could reduce entire populations to nutrient mulch and new Befrar, they are as varied in personality as almost any other species: and they would like to move on from the atrocities of the war.
<hrt><hr></hrt>
<<linkreplace "Befrar Origin">>
The Befrar (Or BEFRAR, an acronym lost to time) were created explicitly to combat the Sneerz in the First Pan-Galactic Conflict - or rather, they were converted. What began as a medical program involving augmentations to treat various illnesses and injuries, particularly in veterans, took on a darker turn as the Conflict raged. The result was the Befrar - powerful soldiers capable of adapting to and fighting in any known conditions and locales, held back by severe and often rapid degradation of mental faculties. They proved useful in the final stages of the Conflict but were quickly hidden away by the organization responsible for their creation, considering that their rehabilitation would draw too much attention. Easier, instead, to leave them in stasis within remote moons of desolate planets.
<br><br>
However, the Organization ended up dissolving after a number of other criminal acts were brought to light - and the Befrar remained forgotten, only awakening when their temporary tombs on one such moon began to malfunction. After a brief and savage civil war to establish dominance, the warlord who rose from the carnage took command of the surviving collective and offered them glory, safety... and revenge on a Galaxy they saved, only to be abandoned by it.
<br><br>
So began the Second Pan-Galactic Conflict, far more terrible than the First. The Sneerz might blow up your planet and enslave your people in the classical sense, but the marauding tsunami of Befrar could still make use of unwilling bodies with their cybernetic conversion technology. Their numbers remained relatively few, but each Befrar was a terrifying force to be reckoned with individually, let alone in squads, detachments, or invading armies.
<br><br>
The tides of this Conflict were turned by two major forces: one, the Sneerz, relishing in the irony of it all and sensing a potential recovery of their place in the Galaxy. Two, the Terrans, discovered early into their exploration of space by emissaries of the Galactic Government, who saw promise and potential in the bizarre, hardy fighters and fast-tracked their integration into Galactic society in exchange for service in the war. Ultimately, the Befrar's chief warlord was ambushed and disabled, her hivemind connection to the entire collective used against them to pacify them and sever their links to one another.
<br><br>
What followed was an awkward triage. Robbed of the Warlord's influence, the Galactic Government was ill-prepared for the sheer number of Befrar who were horrified at the actions they had committed under those commands - even more who were horrified at their new forms as memories of past lives flooded back to them. The single most dangerous force the Galaxy had ever faced were reduced to remorseful, faultless creatures in the blink of an eye.
<br><br>
Befrar were disarmed - most, willingly so - and efforts to reintegrate both them and the Sneerz into Galactic society are still underway to this day in an effort to knit old wounds and usher in a period of harmony and unity. It's a mixed bag, but the two rejected species have at least found a kindred in one another, and many Sneerz and Befrar mingle in the same crews, companies and bands. They find respect in one another's strength, kinship in cybernetic nature, and comfort in their similar situations.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Befrar Names">>
Befrar are invariably named after weaponry, often relating to their purpose and conflict roles. To use Terran weaponry as an example, a pinpoint assault specialist might be named 'Rapier'. A demolitionist might be named 'Grenade', and so on. Often, these names will become modified, but in ways that do not stray too far from the original name: Befrar find it extremely difficult to rename themselves, as their simple one-word names are at the heart of their forced identities. To use the above examples, 'Rappia' or 'Grennad' might be used, especially by Befrar who wish to pursue vocations other than combat.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Befrar War Modules">>
All Befrar, regardless of who and what they were before assimilation, and who and what purpose they served after, have support for Warmodules.
<br><br>
Open connection ports line a Befrar's back, with portions of the torso left uncovered by synthskin save for a thin, weak membrane. The 'Tranquil' model Warmodule is by far the most common, as it was issued to all Befrar during downtime. Sleek, black and malleable, it conforms to the wearer's torso and fills in the missing skin, with lights running down the spinal column and arranged in pairs of diodes that blink to transmit basic visual information on the wearer's vital signals.
<br><br>
Tranquil Warmodules are otherwise featureless. The vast majority of Warmodules are (or were) designed for specialized military purposes, responsible for the Befrar's reputation as a terrifyingly effective mixed Infantry and Mechanized fighting force. Lighter Warmodules might consist of thrusters for flight or accelerated land movement and nothing more, whilst the largest - Titanic class - would be akin to bolting a humanoid body onto the front of a starship, complete with thrusters, storage compartments, weaponry and additional limbs.
<<if $Flakk_Safe is 1>><br><br>
Flakk, employed at TentaCo, describes her old Warmodule as something akin to a large jellyfish, with a shielded prop and smaller guidance jets to allow for movement below and above water, each tentacle tipped with a different weapon or implement.<</if>>
<br><br>
Warmodules are strictly controlled contraband, now. Tranquil-class examples may be freely sold, and their Print schematics can be found across the Cyberscape. Anything above that, however, designed before or after the Second Pan-Galactic Conflict, is swiftly removed from online sources, even in the Far-Rim worlds. Galactic authorities will remove them to prevent their proliferation - Rim monarchs and piratical warlords will remove them so that they can be the only ones selling and researching them.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Demons</b>
<br><b>Deadly Sins Done Dirt Cheap</b>
</div>
<hrt><hr></hrt>
Demons are a major subset of Pyksielander 'Fae' - however, they predate the existence of the Domes by an unknown but likely vast amount of time. Demons are a varied lot but somewhat categorizable under one umbrella, even with disparate origins muddied further by the influence of the Domes.
<br><br>
To begin: Demons have existed for as long as Humanity, if not longer. However, like Angels (not to be confused with the enhanced members of the religious cult, Chrysalis), they were largely incapable of interfering with the physical world. Gateways were difficult to form and maintain, and often too small to allow anything major in power to creep through: the walls of reality were simply too strong.
<br><br>
When The Ends came, however, Demons finally had their chance to march upon the surface of Terra. Unfortunately for Hell - and fortunately for Terra - the two major locations that were chosen for the opening of large-scale gateways suffered separate calamities dangerous even to the Demons.
<br><br>
One had the severe misfortune of opening up in a location that experienced a sudden and drastic cold snap that still blankets a large portion of Terra to this day: Hell, amusingly, froze over. Those trapped within the affected Circles remain alive but frozen, including Lucifer himself, leading to the hostile takeover of Hell by the Demon, Lilith.
<br><br>
The other location sprung up directly in the middle of a Pyksieland Dome, ensuring that what portions of Hell were not frozen in time were instead warped to meet the rules and lore of a new world entirely. Just like that, Hell as it had existed in all its fury for millennia was gone, and in its place was something <i>far</i> more fun. It is now a defacto Pyksieland zone, albeit dimensionally separated from Terra, unlike most Pyksieland zones post-Unifaecation. Demons have begun to spread out across the Galaxy like any other Terran, with few if any of them aware of their savage history and eternal war against Heaven - which has long since closed its gates to the world of reality.
<br><br>
Demons take a great variety of shapes, colours and forms, and often play fast and loose with their appearances and sexuality. Under Lilith's rule, all Demons - regardless of governing sin - have a little Lust in them.
<hrt><hr></hrt>
<<linkreplace "Demonic Origin">>
Demons are known to have existed either at the birth of or before Mankind. Which explicit version of Hell is unknown, even by surviving Demons - it could be that any one Human religion 'got it right', or perhaps a mixture of interpretations all held truth to them. Furthermore, the power of Human imagination may have created Heaven and Hell both, but the simple truth is that no one will ever know.
<br><br>
Demons began to appear on Terra's surface throughout history in small numbers, and this remained true even after The Ends thanks to their failed invasion being contained either by ice or by Dome. They are a fairly common species now, albeit warped under the influence of the Domes beyond what they originally were.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Culture">>
Demons of modern times are interested in Sin - chief among them, Lust. All Demons feel an empowering effect from relishing in the forbidden Sins, which in turn decides their every decision and action. Some will choose the path of warriors to satiate Wrath and Pride - some enjoy the easy life of Sloth, and make a 'living' by allowing others to experience that luxury. Some will aspire to great heights to instil Envy all around them, or indulge in Greed and Gluttony every day of the week: several Demons are renowned but dangerous chefs. But by far the biggest influence is Lust, and any demon can benefit from a rousing bout of fucking, regardless of position or context.
<br><br>
Keeping this in mind, everything Demons do - right down to their art, technology and shared history - revolves around indulgence. Their homes are decadent. Their fights are savage. They fuck like nothing else in the Galaxy, and <i>of course</i> they're proud of it - that's bonus Sins!
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Technology">>
Helltek is worth mentioning separately from Glowtek and Magitek, for it is hewn from unique minerals mined from the fiery pits of Hell itself. Sleek obsidialloys are used in all manner of machines, devices and even augmentations, all spearheaded by Lilith's primary corporation: yes, Hell has sold out.
<br><br>
Helltek is notable for being one of the few 'alien' technology sources that Sneerz are able to tolerate, and given their immense Pride, Demons are more than happy to accommodate Sneerz clients - just being near them is 'like licking a battery'.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Biology">>
While Demonic biology is too varied a topic to comment on succinctly, it is worth noting that all Demons - even those aspected towards ice - run hot. They exude heat, and this grows stronger the more empowered by Sin they are. They often dress very skimpily using this an excuse, but no Demon really minds if things get hot.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Elves</b>
<br><b>For Every Leaf, an Elf</b>
</div>
<hrt><hr></hrt>
Elves are a form of Pyksielander, and by far the most common. This ubiquity earns them their own section, even if it is somewhat brief. Distinguished by their graceful, often tall figures, slender limbs and large, pointed ears - either swept back or jutting from the sides of their head - these Fae are among the most populous members of Terran society following the Unifaecation, having already dominated the population of the Domes.
<br><br>
It is difficult to further talk of Elves for the same reason that it is difficult to further talk of In/Vari beyond their physical traits: Elves are an extremely varied species, with a number of subspecies (Wood, Tree, High, Dark, Light, Sea, Cave, Desert, etc) further muddying the waters. Subtypes of Elf share no particular culture with one another save for a general reverence for nature - but even this is not universal.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Pyksielands.
</div>
<hrt><hr></hrt>
The Pyksielands refers to a number of anomalous zones that litter the surface of the planet Terra, formerly separated from the rest of the world by these anomalous properties. Now rendered 'mundane', in a manner of speaking, the Pyksielands were one of the two primary methods by which Humanity was changed and thus survived (in some form) The Ends.
<br><br>
Pyksieland Domes were gigantic zones shrouded by pink mist that began appearing on Terra's surface (and in some cases, below ground) in the days leading up to The Ends. Upon entering a Dome from the outside, one would find themselves standing inside a different realm entirely, contained within the zone covered by the dome. For the vast majority of people, attempting to leave by passing back through the dome from the outside would result in shifting locations to a new Dome entirely, often located many hundreds of miles away from their original starting point. The Domes were all linked in this way, with no way (save for exceptional individuals) to enter (or return to) the realm of 'real' Terra.
<br><br>
Furthermore, the heightened laws of unreality in the Domes would invariably warp and change those who entered them, often corrupting both mind and body to help them fit into their new locale. This was true of just about anyone and everything that entered the Domes: even radiation, or Glow. In the Pyksieland regions, Glow took on even stronger properties, being channelled as Magic.
<br><br>
When the Domes fell in the Unifaecation, all of the Pyksieland regions meshed back into the Terra of reality. This has led to several strange sights, such as hi-tech cities nestled against new neighbours such as feudal fantasy zones. However, it should be noted that the Pyksielands regions are as varied as the Pyksielanders (or Fae) themselves: ranging from more traditional High Fantasy lands to Magiteknical Utopias.
<br><br>
Since the Unifaecation, Terra's technology levels have leapt considerably, propelling them into the spacefaring age.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Corsoma.
</div>
<hrt><hr></hrt>
Corsoma - also known as The Corpse City or The City Of Stasis - is a 'Dim World' city dating back to the Terran era before The Ends. As a number of sentient species survived and thrived within it, it is considered one of the 'Cradles' that preserved life. Created by an Empire nation whose name has been lost to time as a shelter city against the coming apocalypse(s), Corsoma was actually an existing city reconstructed to survive beneath the ocean, which the Empire's science caste had determined would rise significantly: they were correct.
<br><br>
A massive dome was constructed to seal the portion of the excised city, which was evacuated by unknown means and excused by unknown reasons. The centre of this superstructure was a supporting pillar and industrial-scale filtering mechanism known as The Heart, designed to draw seawater from above and filter it to be drinkable, along with drawing in sea life that strayed too close. It was also designed to filter out radioactivity - in this aspect, however, it failed.
<br><br>
The Ends came sooner than expected, and the great and good of the Empire had no chance to make their way to the domed city. Instead, the only people it saved - for a time - were pencil pushers, indentured workers, and those who had refused to leave when the city was originally evacuated. A single filter missing from the manifest that had yet to be replaced ended up 'dooming' the city's residents - or so they thought until the Survirus gently removed that sentience from their mutating minds, having infiltrated the city before it was sealed.
<br><br>
After Corsoma's Howling Age was complete, the newly aware In/Vari and other species of Corsoma - notably a large quantity of Gremlins and the entirety of the Lost and Found - found that the Heart, for all its faults, had worked as intended. Despite now being buried far beneath the waves, the Heart had dutifully drawn in and filtered water, sending it cascading down the metro tunnels converted into rivers - the Veins and Arteries - to provide life-giving water to every corner of the trapped city.
<br><br>
Due to damage sustained to the city at large during its sequestering, reconstruction and subsequent Howling Age, most of Corsoma's residents lived on the sublevels, closer to the waters of the tunnels. The surface would be slowly developed above these Stations, eventually rebuilding and connecting routes on the surface city level.
<br><br>
Three main Factions rose out of Corsoma in its early years, those being the research-minded Techromancers, the liberty-loving Cells, and the religious organization Chrysalis. They remained at odds for control of the city's population and of the Heart itself, although it is said that this stalemate ended when a greater threat made itself known, along with its intention of destroying the Heart.
<br><br>
Eventually, Corsoma was able to breach the waves via a mechanism built into the Heart, telescoping an escape tower up through the water and above the surface. It remains populated to this day, but it is no longer quite as cramped as it was.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ponnahil.
</div>
<hrt><hr></hrt>
Ponnahil was a flying city constructed by Humans before The Ends, chiefly financed and designed by a trio of wealthy magnates. The workforce who created Ponnahil was promised citizenship in the floating paradise while the rest of the world burned, but, of course, this turned out to have certain 'provisions'.
<br><br>
Ponnahil did successfully take off before The Ends began, rendered stable with its Storm Core keeping it afloat. The Storm Core was the means by which Ponnahil generated lift and stability, creating a gigantic storm with the city suspended in its eye. It successfully avoided the outbreak of the apocalypse below. However, the tensions between the three leaders of Ponnahil erupted in a predictable fashion, and the twin blades of the Survirus and a localized Pyksielands actualization event turned a bad situation into an outright civil war.
<br><br>
It is worth noting that, unlike other major 'Cradle' locations, it did not suffer a 'Howling Age'. Thanks to the presence of a Pyksielands influence wave - albeit reduced - the mutations that wracked the population and twisted them into new species entirely took place in a matter of days.
<br><br>
After a large battle threatened to destabilize the Storm Core - which would have plunged the city to the ground - the three leaders entered into an uneasy truce. They were Mother O'Brian (a roboticist and engineer whose workforce was largely synthetic or cybernetic), Miss Evangeline (a medical innovator who largely acted through her augmented daughter, Lillian, creator of the Black Ichor Army) and Shroudhill (a physicist and chemist, and the originator of the idea of Ponnahil who largely controlled his workforce through chemical means.) A cold war between the three would boil for decades to come, all whilst the Storm Core's vortex ravaged the region below it, ensuring the world could not recover.
<br><br>
Eventually, Ponnahil ceased to fly.
<br><br>
It is the home city of the Buildborn rights activist and Synthetic, Nova.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Glowtide Isles.
</div>
<hrt><hr></hrt>
The Glowtide Isles refers to a large cluster of islands upon the surface of Terra. It is where a majority of Varied Life began to reform civilization after The Ends, making it the largest of the 'Cradles'. With land fertile but limited in space, many took to a life of a naval or piratical nature, often salvaging and modifying surviving Human vessels from the Dim World before advancing to the point of creating new vessels entirely.
<br><br>
Factions of pirates, traders and island-holders dominated the Glowtide Isles for many decades with no clear side gaining any major dominance over the others. Given the hardy nature of many of Terra's sentient species, and the collective conscious distaste for killing, most conflicts ended in capture - both of valuable vessels and crew.
<br><br>
Eventually, as society progressed once more and the islands began to expand via artificial means, the piratical atmosphere of the Glowtide Isles faded into history. When other major Dim World cities that survived The Ends reconnected to society at large, the Glowtide Isles enjoyed a golden age of prosperity and growth that continues even to this day.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Vi-16.
</div>
<hrt><hr></hrt>
Vi-16 is the 16th celestial body of the Violet system, a small moon orbiting a colourful gas giant. It is of little strategic value to anyone, located as it is in the Far-Rim. Nevertheless, the Violet system is located roughly on a viable jump path for further exploration and expansion, which makes the few solid planets and planetoids it contains more valuable to the enterprising. TentaCo is one such company and has established a research facility remotely, along with a central office on the moon's sole colony.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Magic.
</div>
<hrt><hr></hrt>
Magic is a discipline wherein Glow - or Radiation - is harnessed to alter the rules of reality in a localized area (putting it as simply as possible). Magic can be used by those with the right type of mind and/or soul to perform this harnessing, and has a wide variety of applications. It is extremely common among Terran Pyksielanders - even by those of a more mundane nature, but particularly among those who actively hone the discipline - but not limited to them by any means. Magic has been used on several planets since time began, with practitioners including the Imps, the Neuvo, a special caste of Rakumo, and in modern times (largely thanks to Terran influence) a growing minority of other species, Terran or otherwise.
<br><br>
Magic is essentially empowering one's intellect or instinct to alter reality. Magical specialists such as Witches, Sages and Mages will insist it's more complicated than that and use different words that ultimately mean the same thing.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: TentaCo.
</div>
<hrt><hr></hrt>
TentaCo are a Terran-originating corporation, and they are one of the Galaxy's largest designers and manufacturers of sex toys. They lead the field in biological sex toys specifically - their toys are alive!
<br><br>
At least, that's the broad public perception. The vast majority of TentaCo's products are simple machine intelligence cores driving organic bodies, often derived from existing Monsters and adapted for purely sexual purposes. Companion-style long-term 'pet' models will sometimes be above this, but many simply use more complex machine cores.
<br><br>
The most popular TentaCo product is their TentaCan range: bulky but ultimately portable cans that contain biomass, a dormant core, rapid growth agents and a chemical fuse system that causes rapid gestation upon release of the tab mechanism to open them. These experiences usually last anywhere from a couple of hours to a full day, and they come in a great variety of Monster models and types, with variations including temperament and size.
<br><br>
The origin of TentaCo is somewhat murky. The CEO is an intensely private woman, but some say she's a survivor of Terra's 'Dead World' era... and if she is, then she surely isn't human any more.
<br><br>
Despite this murky history - and the occasional security breach - TentaCo rank highly among employee rating sites. They are diverse in their hiring, reward excellence, and are a major job creator in several far-rim locales, with one such location being the moon Vi-16.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: MERCANOID Solutions.
</div>
<hrt><hr></hrt>
MERCANOID Solutions are a mercenary outfit of little consequence. Founded in [REDACTED] by [REDACTED] and absolved of bankruptcy by the Dragon Ziajol in [REDACTED], MERCANOID Solutions only combat personnel are all Androids of the same sister model - the 'M-Units'.
<br><br>
Following stricter regulation of artificial intelligence rights, MERCANOID Solutions has exclusively operated in Far-Rim territories for two decades now. Their stocks continue to fall.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Unquiet</b>
<br><b>The Unionized Undead</b>
</div>
<hrt><hr></hrt>
The Unquiet are a collective of undead cybernetics, primarily (but not entirely) consisting of one technically-extinct species. Unified in enhanced undeath, the Unquiet are one gigantic union whose services in construction, terraforming and demolition are available to all... for a fair wage and fair conditions.
<br><br>
The most common Unquiet is of slender build, with feet ending in two-toed 'hooves'. They have two fingers, one thumb on either hand. Skin colour varies, but is usually palid and grey-aspected. Cosmetic surgeries are a lower priority, but tend to be cheap to have performed privately due to the extensive medical industry they possess, so most Unquiet have unscarred bodies despite the extensive augmentation and, at some point, organic decay. They have black sclera with glowing artificial eyes, matching the glow found around their bodies at key energized points.
<br><br>
Invariably, the right hand of an Unquiet is a modular transforming multitool of some kind, usually possessing at least 2 constructive and 1 offensive/defensive function. Born with blade-tipped tails, some prefer to keep theirs intact as a racial reminder of the self, but others will upgrade this into another multitool. Many wear mouth-covering ventilators. They have pointed ears, and often sport punk-aesthetic hairstyles. Common augmentations include total limb replacements (almost always the right arm), and chemical injectors with exposed but reinforced vials of glowing liquids placed at key nervous-system points (neck, down spine, etc). Many Unquiet wear 'Chokers' which provide voice modulation and neck strengthening due to the weight of their cranial implants (which are small, but dense).
<br><br>
While much of the description above follows for the majority of Unquiet, it should be noted that especially in recent years, the Unquiet have gained a number of members from varied alien Species. Adaptations and advancements of their medical tech - which is some of the best in the Galaxy - have made the procedures possible, and to a growing number of people, their lifestyle of hard work and good pay is appealing - as is the immortality.
<hrt><hr></hrt>
<<linkreplace "Unquiet Origin">>
Toiling away in their own little corner of the Galaxy, the precursor race to the Unquiet were ruled by a singular hypercapitalist society that didn't consider a petty little thing like 'death' to give one the right to forfeit repaying their loans and debts. Those of the working class with high enough debt - a bar set absurdly low - would be collected upon death, given substantial augmentations (including neural regenerative therapy to recover lost brain function), and then had the cost of said augmentations applied to their outstanding debts. Assigned new jobs, often in heavy and precarious labour roles, Unquiet's untiring, modular bodies provided a substantial increase in productivity.
<br><br>
So! If they made the number go up, it was only logical to convert more of them. If death is inevitable, why wait for it?
<br><br>
Conversion of living debtors began in earnest, and soon enough the entire working class of the burgeoning space-faring precursor race had become Unquiet. Every minor infraction became an additional load added to their debt, with the obvious but unspoken intent being to keep them working forever, or until the Empire fell.
<br><br>
It should be fairly easy to guess which came first. The revolution was as one-sided as could be - heavy security and military equipment were felled by energized construction and demolition tools, the leaders of society were condemned to the same fate they'd bestowed upon millions below them, and the concept of class was entirely eradicated as all became equal in undeath.
<br><br>
While one might expect this to derail into a horror story of galactic conquest, they would be mistaken. Now, everyone needed the same medications and upkeep to remain functional. With global equality achieved, arm-mounted tools were put to use in rebuilding - first the homeworld, then the colonies... and then, the Unquiet set out among the stars, not as aggressors, but as contractors for hire.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Names">>
The Unquiet trend towards names that end in hard-sounding consonants, though this does not apply to the entire collective - especially not those from outside the original pre-death species. Some examples that <i>do</i> follow this trend are 'Grelik', 'Sarazat' and 'Elivirud'.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Culture">>
Unquiet operate as one gigantic union and business, offering a variety of services across the Galaxy. They are an extremely efficient workforce so long as they are treated accordingly. A portion of all profits made goes towards a central treasury to fund new advancements in technology and healthcare, along with further fortifying and beautifying their home system. Furthermore, this treasury is used to cover all health and legal costs for individual members of the union. Despite their reputation as 'work zombies', the Unquiet enjoy some of the most generous vacation day allowances in the Galaxy, with members on average only working for a third of a standard Sol year. This affords them plenty of time for leisure and vice, which is where the aforementioned legal fees come in.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Conflict">>
Unquiet are unorthodox soldiers. Envision an army where every last soldier is an engineer and builder, and you might start to get an idea of their capabilities on the battlefield. It is said that a planet visited by a military outfit of Unquiet will always be left in better condition than they found it in, with hardened military installations built in days and designed with alternate purposes in mind once their work is done - one famous example is a gigantic leisure park built upon the battlefield of a Battle Of Amority (an Imp conflict between Imp lovers to decide who would top, in this case between Vek and Lap), which was won by the Unquiet army hired by Vek.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Nova.
</div>
<hrt><hr></hrt>
Nova is a Buildborn (a legally recognized artificial lifeform with sentience) who originates from PC-era Terra, from before The Ends. Her home cradle was Ponnahil. Designed as a combat Android of terrifying prowess, she gradually broke her programming and became the confident woman she is today. She has lived multiple centuries and has gone through a few frame overhauls over these years, but retains her core identity: a tall, feminine frame with an armoured military-grade limbset flanking a softcase torso, not dissimilar to the state Mio now finds herself in. Nova is a Buildborn rights activist who owns a massive travelling, spaceborne cabaret club, which employs a great deal of liberated Buildborn from the Far-Rim regions. Mio can't put her finger on it, but something about Nova rubs her the wrong way.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: B4B3.
</div>
<hrt><hr></hrt>
B4B3 is a Support Unit AI under the ownership of the same company as Mio, MERCANOID Solutions. SUAIs are paired with M-Units for day-to-day operations, but in recent years the company has less surviving SUAIs than it does M-Units due to poor maintenance of their long-range machine cores. B4B3, like Mio, has obvious signs of self-awareness and (unlike Mio) a bubbly, optimistic personality. Due to the degredation of her operational capabilities, she can't offer much useful advice beyond the obvious, but Mio finds her company comforting all the same.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mio.
</div>
<hrt><hr></hrt>
An Android under the ownership of MERCANOID Solutions. Mio is an M-Unit, designation M10. She has been in operation for a number of decades but has undergone two separate factory resets, the last one being 23 years ago. She knows that she achieved some level of self-awareness prior to these occasions, but in the modern operations of the struggling company there is an unspoken rule of 'don't ask, don't tell'. So long as she does not directly confront her owner, Ziajol, about her right to freedom, she gets to keep her personality.
<br><br>
Severely damaged in the mission before this operation for TentaCo, Mio's original hardcase torso was destroyed beyond repair. Her hastily-sourced softcase replacement is a gynoid frame bought for dirt cheap, and it is significantly weaker: not to mention clearly designed for one very specific non-combat purpose. Mio is not particularly happy about this, but then Mio is not a particularly happy person given her circumstances. She rarely smiles, and the forehead of her doll-style face is lined with subtle frown marks. She is cynical, but she desires to do good things, even if her will to fight against the injustice of her existence has been drained from her.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ziajol.
</div>
<hrt><hr></hrt>
A Terran Dragon who hails from the Pyksielands, Ziajol is - not to put too fine a point on it - a loser. For a Species who are renowned for their ability to earn and hoard wealth, Ziajol isn't particularly good at it. Since he took over MERCANOID Solutions years ago, the company has suffered setback after setback and is down to just half of its original operational units.
<br><br>
A red-scaled, ill-tempered brute, Ziajol's attitude towards the M-Units is abusive and possessive, despite knowing full well that almost all of them are currently sentient. He refuses to relinquish control and ownership of them, and operates the company out in the Far-Rim to avoid legal consequences of Buildborn rights laws. He is hedonistic, which is a difficult thing to keep up when you have no money.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Dizz.
</div>
<hrt><hr></hrt>
Dizz is a Gremlin who works for TentaCo as a Researcher. Blue of skin, pink of hair and orange of eyes, she is a cheerful soul, bordering on mischievous. She has taken an interest in Mio's situation, despite Mio not asking for help. She has alluded to being able to assist Mio if she helps the trapped residents of the facility, but Mio remains unsure if the lion-tailed shorty is... well, lying. She is secure in the safe room, doing what little she can to aid Mio by patching into the facility's damaged control systems via a terminal she's hacked - but most of her focus is on keeping the safe room intact.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Selene.
</div>
<hrt><hr></hrt>
Selene is an Elven Researcher working for TentaCo. A senior member of staff, she displays a genius-level intellect dampened by an implant she wears on one of her pointed ears, with an adjustable slider that sets the strength of this effect. She created it as a management technique for anxiety. A friendly and affectionate woman, she seems to be giving Mio heavy-lidded looks of adoration every time she thinks the Android isn't looking... and sometimes when she knows she is anyway. Mio can't explain it, but she feels something tighten in her chest when Selene speaks.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Isolde.
</div>
<hrt><hr></hrt>
Isolde is a Vari of Tiger influence. She is a large, powerful woman who measures somewhere between M-1 and M-2, with shaggy fur at the terminus of her limbs, along with stripe patterning on her skin. She is a Security Officer for the facility, but she was off-duty when the outbreak hit and was ambushed by a body-controlling tentacle Monster. She has a somewhat gruff but excitable personality and clearly has a competitive streak. She performs cam shows in her free time for spare credits.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ervina.
</div>
<hrt><hr></hrt>
Ervina is an Invari of Octopus influence. She possesses a remarkable pair of hips, and equally impressive bright coral colourations: electric blue and orange. She is an Engineer for the facility, but she doesn't take her job seriously at all. A tinkerer by passion, she gets on well with B4B3, able to communicate with her via some creative use of the full-package visor she wears over her eyes. Her colouration makes it clear that she's poisonous to the touch.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ruzi.
</div>
<hrt><hr></hrt>
Ruzi is a Vari with Deer influence, who works as a Researcher Assistant for TentaCo. After a lengthy and savage fuckfest at the many hands of a 'Grappler'-type Monster, she has been left utterly exhausted and has little to say for herself back in the safe room. Despite her gender, she possesses a remarkable pair of antlers. She is a short woman of curvy frame. She could do with a nap.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Iziria.
</div>
<hrt><hr></hrt>
Iziria is a Succubus, a Pyksielander Demon. She is the facility's Sentient Resources liaison, responsible for dealing with workplace issues in a manner that pleases everyone. Despite her overly flirtatious attitude and aggressive tendencies, she seems to be genuinely dedicated to her work and takes pride - bonus sin - in a job well done. She has a pet tentacle Monster of her own, a shapeshifting, obsidian-skinned mass of tendrils named Beezlebuu, who aggressively protected his Mistress when Mio mistook her sarcophagus for a dangerous situation. Mio does not particularly like the way Iziria looks at her.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Jii'Kii.
</div>
<hrt><hr></hrt>
Jii'Kii is a Sneerz, a ship captain, and an infamous pornstar and adult-entertainment influencer. Like almost all Sneerz, she is haughty, impatient, and rude, with mint-pastel green skin and big, pink solid-tone eyes constantly screwed into a glare. Waylaid at the facility for several days after an advertisement film shoot gone wrong, her already legendary impatience is at its absolute limit. She seems to be incapable of speaking without insulting Mio. Something about her sparks a competitive flare in the Android.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Gorav's Blessings.
</div>
<hrt><hr></hrt>
Gorav's Blessings are a manufacturer of weaponry and heavy-duty power tools, primarily used in starship and space station repair creation and repair. It was founded by the four-armed alien race known as the Gralkarn in the days after their freedom from Sneerz enslavement, having been found on their planet before discovering space flight. After their liberation, they reclaimed their home planet, becoming renowned as mercenaries and heavy labourers.
<br><br>
The 'Gorav' in question is a patron saint of the central religion of the Gralkarn, an enslaved man thought to have given alms to the sickly and punishment to the slavemasters.
<br><br>
Their weapons and tools are high quality, but extremely difficult to wield with anything less than four arms - specialist conversions are available on demand, but this increases the price further.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Professor Blankenship.
</div>
<hrt><hr></hrt>
Blankenship is an Elven Professor for the Techromancers, a Terran organization that dates back to the early history of the post-Ends 'Glowing World' era. Born in the Pyksieland Domes, she joined the organization after the Unifaecation. She is a remarkably smart woman with a demure presence and a calm and collected attitude. Following her lengthy encounter with the prototype Monster 'Code Moo', her corset no longer fits - but this should only be temporary. She is on Vi-16 to share research with TentaCo, and to perform some personal inquiries about the seemingly dead moon and how they might relate to Magical Theory. Mio finds her intelligence inspiring.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Flakk.
</div>
<hrt><hr></hrt>
Flakk is a Befrar who works for TentaCo as an Engineer. She was trapped in a particularly ambitious Mimic, who attempted to engulf the massive cyborg. Despite the fearsome reputation of the Befrar, Flakk is best described as 'a big softy'. She is a pacifist unless directly and unavoidably threatened. She has large black-toned cybernetic arms that flank her shocked-pale body, and wears a triple-belted collar around her neck and lower half of her face, allowing her soft-pink eyes to peer out from over it as she looks down on everyone around her. She is polite and patient, but suffers from a slight speech impediment that requires her to take frequent pauses while speaking.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ru'Drexi and Powder Snow.
</div>
<hrt><hr></hrt>
Ru'Drexi is a red-hued Jelli girl who has recently recovered from an aggressive, feral-minded berserk state brought on by the outbreak. She is on a small vacation with her husband, Powder Snow, a Helzent who identifies as male - a rarity for the sister species. Ru'Drexi is a bubbly and kind woman who seems to take everything in its stride. Powder Snow is a laid-back smooth talker with a slightly sardonic attitude and a dislike of shirts. The pair are head over heels in love with one another and seem to be incapable of toning down the PDA - they're so straight for one another that it loops back around to being gay.
<<include "Codex Return">><</nobr>><<nobr>><<set $Research_Dormitory_Sub_Desc to "The Research Dormitory sublevel is significantly smaller than the ground and upper levels, but given that it's only designed to link to two rooms, this isn't that unusual. Neither of said rooms are currently in a habitable state - literally, judging by the red-blaring screens on either room's communication panels. It's quite possible that behind those doors lies nothing but empty vacuum... scary! Or, it would be, if Mio wasn't a Synthetic with the ability to lock down and pressurize her body.<br><br>The light down here is a little dim, provided by only two bulbs out of the intended four - the two on the right side of the ceiling are currently absent. To the North of the stairs is an area being used for storing some equipment and boxes. <b>A functioning and equipped workbench has been set up there.</b> To the West lie the two inaccessible not-rooms, while back East lie the stairs to the ground level.">><<set $main_desc to $Research_Dormitory_Sub_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The stairs here beckon back up to the light of the ground level. Ah, such cream-beige... corporate heaven.<hrt><hr></hrt>
<<include "Saferoom Sub Chattergen">>@@
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY_SUB>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_wrench>>
<<set $marker1_icon_right to 132>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<if $Flakk_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 108>>
<<set $marker2_icon_top to 162>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Jiikii_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 180>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Sublevel 2-1">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters 2-1">>
<<set $Workshop to 0>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio can't help but let her gaze flick across the various tools on display here. It's nothing groundbreaking, nothing cutting-edge, but it's... home, in a strange way that only fellow cybernetic individuals can understand.
<br><br>
<<link "Crafting" "Crafting">><</link>> -- Due to the presence of a workbench, <b>items can be modified or crafted here.</b>
<br>
<<link "Bodge Repair" "Quarters Repair">><</link>> -- The tools here aren't quite up to snuff for working on Mio's body, but they're better than nothing. <b>Mio can partially repair here. (Restore 70% HP and 100% Glow.)</b>
<hrt><hr></hrt>
<<if $Flakk_Safe is 1>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage is 3>>
<span style="color:#ffbad5"><b>Flakk</b></span> is here, leaning back against the wall besides the workbench, working an automated driver into her shoulder. That's... odd behaviour, only enhanced by her height; she has to stoop low to reach for other tools from the bench!<br><br>
<<link "Ask what <span style='color:#ffbad5'>Flakk</span> is up to." "Flakk Arm Give">><<set $Prior_Location to passage()>><</link>>
<<else>>
<span style="color:#ffbad5"><b>Flakk</b></span> is here, tinkering with something on the workbench. Due to her immense height, she has to bend over awkwardly to reach the bench... even with her slightly over-lengthened arm. The one she still has, that is!<br><br>
<<link "Talk to <span style='color:#ffbad5'>Flakk</span>" "Flakk Interaction">><<set $Prior_Location to passage()>><</link>>
<</if>>
<hrt><hr></hrt><</if>>
<<include "Saferoom Sub Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Sublevel 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Workshop to 1>>
<<set $Crafting_Location to "WIP Quarters Sublevel 1-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor on the door here makes it abundantly clear to any who might read it that if they were to somehow force open this door, they would die! Mio makes a mental note to not do that. Also, a mental note not to trip over the spanner someone's left carelessly lying in the middle of the floor here. Pick it up? That's not her job, man.
<hrt><hr></hrt>
<<if $Jiikii_Safe is 1>>
<span style="color:#77EFBF"><b>Jii'Kii</b></span> is here, leaning back against one of the pressure-sealed doors to the western wall. She has her arms crossed, one leg looped around the other, and is wearing a trademark scowl.<br><br>
<<link "Talk to <span style='color:#77EFBF'>Jii'Kii</span>" "Jii'Kii Interaction">><<set $Prior_Location to passage()>><</link>>
<hrt><hr></hrt><</if>>
<<include "Saferoom Sub Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Sublevel 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters Sublevel 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Surprisingly, the monitor on this door's warnings aren't quite as darkly apocalyptic as the one south of it. Maybe this room's further along in progress? It's still <i>red</i> though so there's not much of an enticing reason to go in there...<hrt><hr></hrt>
<<include "Saferoom Sub Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "WIP Quarters Sublevel 2-1">>
<<set $tile_right to "WIP Quarters Sublevel 1-2">>
<<set $Workshop to 0>>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor for this door is... blank. Completely blank. Mio frowns and checks beneath it, and quickly notices that it isn't wired up at all.<hrt><hr></hrt>
<<if $Ruzi_Safe is 1>>
<span style="color:#ffe796"><b>Ruzi</b></span> is sat back against one of the sealed pressure doors, looking for all the stars like she might fall asleep at any moment.<br><br>
<<link "Talk to <span style='color:#ffe796'>Ruzi</span>" "Ruzi Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "WIP Quarters Lvl1 2-3">>
<<set $tile_right to "WIP Quarters Lvl1 1-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a single couch here, facing the massive bay window. It looks strangely hand-me-down compared to the rest of the room's furniture, but perhaps it's been upcycled from a prior facility? Mio can't help but wonder about its history.<hrt><hr></hrt>
<<if $Rudrexi_Safe is 1>>
<span style="color:#f5697c"><b>Ru'Drexi</b></span> and <span style="color:#cffbff"><b>Powder Snow</b></span> are lounging beside and atop one another on the couch overlooking the massive bay window out onto Vi-16's surface, giggling and whispering playfully to one another.<br><br>
<<link "Talk to <span style='color:#f5697c'>Drexi</span> and <span style='color:#cffbff'>Powder</span>" "Ru'Drexi Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters Lvl1 3-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor for this room is!... upside down. Not the device itself, but its display. Mio gives it a tap, and it corrects itself for a moment... only to flip back a second later. In machine parlance, this is considered a deeply rude gesture, so Mio gives it the finger in return.<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 2-2">>
<<set $tile_left to "WIP Quarters Lvl1 3-1">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters Lvl1 3-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The tables here look more suited for work than relaxation - there's charging ports for mobile terminals, individual lamps, and even retractable management aids such as stands for books.<hrt><hr></hrt>
<<if $Iziria_Safe is 1>>
<span style="color:#EE488A"><b>Iziria</b></span> is already mistreating the furniture, her feet up on a table as she powers through sheet after sheet of complex-looking legal documents with a classical ink pen.<br><br>
<<link "Talk to <span style='color:#EE488A'>Iziria</span>" "Iziria Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 1-3">>
<<set $tile_left to "WIP Quarters Lvl1 2-2">>
<<set $tile_down to "WIP Quarters Lvl1 3-3">>
<<set $tile_right to "WIP Quarters Lvl1 2-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Mio could stare out onto the moon's surface for days, splitting an equal share of gazing at the rock formations painted lavender between looking up at the stars above.<hrt><hr></hrt>
<<if $Meh_Safe is 1>>
<span style="color:#FF3D76"><b>Meh</b></span> is lounging on her side amongst her coils, back to the room, staring out at the dead surface of the moon beyond. Her burning eyes track Mio through the reflection in the window.<br><br>
<<link "Talk to <span style='color:#FF3D76'>Meh</span>" "Meh Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "WIP Quarters Lvl1 3-1">>
<<set $tile_right to "WIP Quarters Lvl1 2-2">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor for this room indicates that there is no room behind this door. It accomplishes this through a red warning sign with a stark, black interior. Message received.<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Lvl1 2-1">>
<<set $tile_down to "WIP Quarters Lvl1 3-2">>
<<set $tile_right to "WIP Quarters Lvl1 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The floor is bare here, lacking tiles so that the mechanisms and electronics beneath can be easily accessed. Mio steps neatly around the open panel - it is, at least, properly cordoned off with a holographic caution tape perimeter.<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 1-4">>
<<set $tile_left to "WIP Quarters Lvl1 2-3">>
<<set $tile_down to "WIP Quarters Lvl1 3-4">>
<<set $tile_right to "WIP Quarters Lvl1 2-5">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status warning for the door to the north here is a stark, unwelcoming red. Even without reading it, the message is clear: bad things will happen if you try to open this door. Thankfully, without proper auth codes, one can't!@@<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Lvl1 1-3">>
<<set $tile_down to "WIP Quarters Lvl1 2-4">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a gap in the tiles here, but it's cordoned off by the creative placement of chairs surrounding it. Perhaps not totally compliant with galactic construction safety laws, but an admirable effort.@@<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 2-3">>
<<set $tile_left to "WIP Quarters Lvl1 3-2">>
<<set $tile_down to "WIP Quarters Lvl1 4-3">>
<<set $tile_right to "WIP Quarters Lvl1 3-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- A single-legged round table is unevenly flanked by a number of single-legged egg-shaped comfy chairs, two of which are turned away from the table. They look like they can spin... oh, Mio, resist the foul temptation. <hrt><hr></hrt>
<<if $Selene_Safe is 1>>
<span style="color:#3DFF61"><b>Selene</b></span> is sat splayed in an armchair, fanning herself with her hand. Her long, pointed ears occasionally twitch upwards, and she routinely exhales slowly.<br><br>
<<link "Talk to <span style='color:#3DFF61'>Selene</span>" "Selene Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 2-4">>
<<set $tile_left to "WIP Quarters Lvl1 3-3">>
<<set $tile_down to "WIP Quarters Lvl1 4-4">>
<<set $tile_right to "WIP Quarters Lvl1 3-5">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor for this door indicates that the room beyond, surprisingly, is mostly finished. It should even be safe to access, but Mio has little reason to do so.<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 3-3">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters Lvl1 4-4">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The status monitor for this door is... wait a second. That's not a status report at all, that's a shoot 'em up videogame a careless worker left open! Sneaky...
<br><br>
<<link "Game for a bit." "Quarters Game">><</link>> -- Might be fun, though. A few minutes couldn't hurt, right? (Restore 70% Focus.)
<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 212>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "WIP Quarters Lvl1 3-4">>
<<set $tile_left to "WIP Quarters Lvl1 4-3">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Research_Dormitory_Top_Desc to "Compared to the ground level, things are a little more underdeveloped here. This upper level is where the majority of the planned rooms lie, but none of them are currently accessible - the communication panels on the doors light up either red or yellow, depending on their level of completion. Behind each door, the foundation of a room is being created, layer by layer, by 3D-printing drones... or, they would be if the staff responsible for monitoring these systems were present. A few floor tiles are absent to provide access to subsystems hidden beneath the ground, but the area is mostly clean and free of trip-hazards besides these well-marked locations. The lighting is warm in temperature, nicely complimenting the cream-beige tone of the tiles used in construction.<br><br>To the West, a big bay window provides a fantastic view out onto the pale-lilac surface of VI-16. To the North and South, inaccessible doors flank the hall. In the Center lies what appears to be the beginnings of a recreational area - a few tables, chairs of various designs and comfort levels, nothing concrete or cohesive yet. To the East lies a balcony overlooking the landing level to the south, while the Northeast beckons back downstairs - the option for people who don't want to incur complaints from their dorm-mates by jumping from the top floor onto one of the sofas below.">><<set $main_desc to $Research_Dormitory_Top_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- The stairs lead down to the ground floor, here. Mio feels a strange compulsion to jump them, but refrains from doing so out of respect of her surroundings. But the compulsion remains...<hrt><hr></hrt>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY_TOP>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $Ruzi_Safe is 1>>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 120>>
<<set $marker1_icon_top to 150>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<if $Blankenship_Safe is 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 198>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $Selene_Safe is 1>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 96>>
<<set $marker3_icon_top to 198>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<</if>>
<<if $Iziria_Safe is 1>>
<<set $map_4_marker to $marker_NPC>>
<<set $marker4_icon_right to 120>>
<<set $marker4_icon_top to 174>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<</if>>
<<if $Meh_Safe is 1>>
<<set $map_5_marker to $marker_NPC>>
<<set $marker5_icon_right to 168>>
<<set $marker5_icon_top to 174>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<</if>>
<<if $Rudrexi_Safe is 1>>
<<set $map_6_marker to $marker_NPC>>
<<set $marker6_icon_right to 168>>
<<set $marker6_icon_top to 198>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_7_marker to $marker_terminal>>
<<set $marker7_icon_right to 96>>
<<set $marker7_icon_top to 222>>
<<set $marker7_icon_style to "position:absolute; right:" + $marker7_icon_right + "px; top:" + $marker7_icon_top + "px; z-index:49;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Lvl1 2-4">>
<<set $tile_down to "no">>
<<set $tile_right to "WIP Quarters 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- This space is a little balcony overlooking the entrance to the dormitories, down on the ground floor. A couple of chairs and a neat little table are set up to take advantage of the unique little zone it creates - this will be a seat of high demand and honour, some day. The kind the cool kids claim for themselves.<hrt><hr></hrt>
<<if $Blankenship_Safe is 1>>
<span style="color:#5DB8DE"><b>Blankenship</b></span> is here, busying herself with her personal datapad. She spares a glance for the door every now and then, but mostly keeps focused on her work.<br><br>
<<link "Talk to <span style='color:#5DB8DE'>Blankenship</span>" "Blankenship Interaction">><<set $Prior_Location to passage()>><</link>><hrt><hr></hrt>
<</if>>
<<include "Saferoom Top Chattergen">>@@
<<include "JOMT">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "WIP Quarters Lvl1 3-4">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- There's a cup of coffee left on the control panel here, balanced precariously... and long-since cold. Mio can't explain the compulsion she feels to knock it off, though she ignores it admirably.@@
<hrt><hr></hrt>
There's a log entry on one of the terminals here. <<link "Read it.">>
<<dialog>>
<i><b>Flight Coordinator Sasha - Lockdown:</b>
<br><br>
Well, whoever was on duty over in Docking Admin did their job. The facility is now on lockdown - nothing gets in, nothing gets out. In... theory.
<br><br>
The Sled is still operational, loaded up with this week's payload. It's always been exempt from lockdown procedures. No idea who's bright idea that was, but there you have it.
<br><br>
I'm no Researcher, but I'm baffled by the Hive's behaviour. It's never attempted a mass infestation like this before. It's almost like it's... coordinated. Sure - Hive, Hive Mind, yeah yeah I get it, but it's not like that doesn't mean there can't be stronger guiding minds in the mass. Something or someone is doing this on purpose.
<br><br>
But... that's above my paygrade. I've done my job. I could bunker down in here, oooooor I could go downstairs and get tentacle fucked for a few days - and probably get compensated for it after the fact.
<br><br>
Yeah, I'm gunna do that. Ugh! I should've worn lingerie today! Do tentacle monsters like lingeri-- NEVERMIND THEY CAME TO M
</i>
<br><br>
- That's all she wrote.
<</dialog>>
<</link>>
<hrt><hr></hrt>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Observation Deck 2-2">>
<<set $tile_down to "Observation Deck 3-3">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- The Sled Bay beckons to the north, but so does the rest of the facility off to the west. Funny... Mio thought it would look bigger, having just spend who knows how long running round its corridors. If she magnifies, she can just about make out the construction drones stationed around the Research Dormitory, all inactive without their assigned workers to mind them.@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Observation Deck 3-2">>
<<set $tile_right to "Observation Deck 2-3">>
<<set $Shop to 0>>
<</nobr>><<nobr>>$main_desc <hrt><hr></hrt>
@@.shud;-- Some small boxes lie here, presumably containing the spare parts needed to fix any of these consoles should something go wrong. However, Mio can't help but notice that they're arranged in such a way that someone could sit upon one and put their feet up on the other. Suspicious!@@
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Observation Deck 2-3">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>><<set $Observation_Deck_Desc to "Lying up two levels of twisting stairs, the Observation tower provides a stunning view of Vi-16's surface. The small, rounded chamber is flanked on all sides by control panels and monitoring equipment, screens and holographic projectors both. They're older models, but reliable - trading size for ease of repair, should they ever break down to begin with. The stairway has a barrier separating it from the East side of the room, creating a horseshoe-shape for navigation purposes from Southwest to Southeast.<br><br>Vi-16 can be viewed from almost every direction, as can the facility itself. From here, Mio can make out the very far south end of the facility... and the scorched hole through which her Breaching Pod drilled, a mere pinprick of soot from all the way over and up here.">><<set $main_desc to $Observation_Deck_Desc>><<if $desc_temp is $main_desc>>$main_desc<<else>>@@.shud;$main_desc@@<</if>> <hrt><hr></hrt>
@@.shud;-- Mio is at the halfway point between the tower, and the ground level below. Someone's scratched some rude messages into the wall here... an argument between two engineers in passing, it seems. Oh, and a tic-tac-toe game!@@
<<if visited() is 1>>
<<set $en to $en + 1>>
<</if>>
<<if $en_mercy is 1>>
<<set $en_mercy to 0>>
<<else>>
<<set $en to $en - 1>>
<</if>>
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_OBSERVATION_DECK>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_message>>
<<set $marker1_icon_right to 108>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $tile_up to "Observation Deck 2-2">>
<<set $tile_left to "no">>
<<set $tile_down to "Observation Deck Access 2-1">>
<<set $tile_right to "no">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Nightgrove.
</div>
<hrt><hr></hrt>
Nightgrove is a Terran Elven weapons manufacturer that specializes in modernized weapons of ancient and classic design. They make clever use of Fantasalloys to create environmentally sustainable weaponry, often generating biodegradable ammunition stock and regenerating damaged sections without the need for replacement parts.
<br><br>
While Nightgrove has a reputation as a fair employer and distributor, they are infamous for guarding their designs with a fervour bordering on outright zealotry.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Gulper.
</div>
<hrt><hr></hrt>
Gulpers are a relatively new TentaCan product, currently on 'v.4.1'. A plant-based shell piloted by a simple machine core, the Gulper is a fast-growing predatory plant that can bloom to maturity in a matter of minutes, at which point it will seek one of two things: food, or a mate. Both are consumed in the same manner, but, like the alien species the Gulper is based on, it has a perfect track record of correctly identifying sentients and treating them accordingly: as potential wives. (Gender irrelevant.) Once it has captured its partner, it will seal its maw behind them and fill its internal chamber with sticky, aphrodisiac sap, keeping the 'guest' moisturized, hydrated and fucked senseless.
<<include "Codex Return">><</nobr>>
<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: FUM.
</div>
<hrt><hr></hrt>
The FUM - to use its full, unflattering name of 'Fat Ugly Monster' - is an 'advanced' TentaCan product that, despite its higher price and safety warnings, continues to be an all-time best seller. They are crude, brutish, massive and capable of utilizing a number of pre-loaded spells, all designed for use in the bedroom in some way or another. They last for quite a while compared to most TentaCan products and are recommended for group use - or, if alone, then by someone with a clear calendar for the weekend and possibly beyond. It delights in pushing boundaries and breaking clean through them.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mimic.
</div>
<hrt><hr></hrt>
Mimics are magic-born world-changers, who use this ability to parasitize containers and warp their interiors into larger pocket dimensions. Bigger on the inside than they are on the outside, direct sight of a Mimic during these changes can cause the mind to give up and check out for an evening, which Mimics will use - in very small, careful doses - to pacify and thrill partners. Terra is home to a number of intelligent and sentient Mimics from which TentaCo derived these machine-driven simple variants. They can infest just about anything hollow unless it's living.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Glob.
</div>
<hrt><hr></hrt>
The Glob is TentaCo's original best seller. It is a simple mass of 'living' slime, usually purple, driven by a simple machine core. It is capable of advanced shapeshifting, which it uses for locomotion, handling, restraint and - of course - sex. The TentaCan Glob comes in a great many varieties, but research is still ongoing to try and give them flavours other than 'mixed berry'.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Bearslug.
</div>
<hrt><hr></hrt>
The Bearslug is a large tentacle Monster derived from alien deep-sea creatures. It is a semi-amorphous hydro-hided lump of pliable flesh with frilled, fin-like 'skirts' running across the edges of its body, where meat meets the floor. It is extremely colourful and exhibits the ability to change this colouration rapidly and at will, often used in the placation of partners. Despite its appearance, it is one of the more intelligent TentaCan products, capable of learning about its partner and evolving itself to better please them. Among TentaCan Accidental Sentience Emergence Rates, Bearslugs are one of the most troublesome statistics - but, as always, TentaCo does their due diligence on the (still rare) occasion that one begins to learn a little too hard. They give the best hugs in the Galaxy, but also the slimiest.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Travesty.
</div>
<hrt><hr></hrt>
The Travesty was a failed military project that was cancelled early into its development on ethical and safety concerns. However, given that it exhibited a degree of sentience - and a vile attitude - it was kept alive so that it might be rehabilitated. It is likely that it never saw Mimi as a master: merely a means to an end.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mimi.
</div>
<hrt><hr></hrt>
In the end, nothing more than a confused young woman.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Shambler.
</div>
<hrt><hr></hrt>
The Shambler is a bog-standard tentacle Monster: it is a shapeless central mass of pliable flesh from which a great many adjustable tentacles sprout. It drags itself across surfaces towards its target - most likely the customer who opened its can - and will then set about entangling, restraining, and mating. And mating. And mating. They may be standard, but they have remarkable stamina and longevity, especially for TentaCan products: sometimes the classics are classic for a reason.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Beezlebuu.
</div>
<hrt><hr></hrt>
The personal pet of the Succubus, Iziria. An amorphous black blob akin to an oil slick, with an obsidian sheen to its hide. He is a shapeshifter, capable of taking on a variety of forms to aid his Mistress and creating simple objects for her use. A sentient but loyal creature, he can utilize dark earth-aspected magic to calcify and petrify things and people, which he used to protect Iziria when the outbreak occurred... until Mio came along.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Leash.
</div>
<hrt><hr></hrt>
A diminutive TentaCan product designed for those who need a little helping hand with their inhibitions. It is an extremely simple design with minimal room for adjustments, little more than a large cock, a few gripping tendrils, and one long, flexible tentacle tipped with extremely fine gossamer-like strands. This tentacle is used to directly interface with the brains of its partner, hijacking control of their bodies and allowing them to sit back and enjoy the ride: literally.
<br><br>
Quite how one managed to ambush Isolde is a mystery...
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Code Moo.
</div>
<hrt><hr></hrt>
A prototype Monster under development at this very facility, 'Code Moo' - to use its project title - began life as a TentaCan product but is now being considered for specialist use in milking farms. Imbued with magic, Code Moo is capable of inducing growth in the breasts of those it is partnered with, along with encouraging the production of milk. It uses this milk to grow stronger, particularly if the partner in question has any magical potential of their own. It is expected to do well in its intended role of enhancing production on 'volunteer milk farms' (a concept wherein the milk is all produced by willing individuals, often well-compensated) if only they can figure out how to make it <i>less</i> horny, a concept anathema to almost all TentaCo Researchers.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Grappler.
</div>
<hrt><hr></hrt>
A prototype TentaCan product, Grapplers are designed around a simple concept: being manhandled is hot. Being picked up is hot. The Grappler with its four arms - and further tests are aiming for six! - can lift, restrain, fondle, grope, stroke, spank and squeeze all at once, and it comes complete with incredibly high reserves of stamina and bedroom longevity. Too much, in fact: its current primary flaw is the machine core driving it seems to reject all methods of killswitching it, simply saying 'no' in favour of continuing to fuck its partner beyond brainlessness.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Masques</b>
<br><b>Put it on, Tune it Out</b>
</div>
<hrt><hr></hrt>
Masques are a collective rather than a race, consisting primarily of assorted Terran entities with a small but growing population of other galactic races. They are an unusually happy people, lacking in critical thought but rather blissful for it. They are impulsive, and carry with them a certain infectious charm and positive vibe... the word 'infectious' is used literally.
They are defined by two things; their titular masks, smooth, identity-obscuring plates upon the face capable of an unusual range of emotive expressions; and a loose hive mind. These masks completely hide the face of the wearer, drowning what isn't directly covered in a featureless, light-defying shadow, particularly around the edges and through the eye, nose and mouth holes.
Masques will decorate their masks according to their individual tastes and personalities, an interesting observation given the hivemind they share. The process is done mentally, the masks responding to their desires - common decorations include painted 'makeup'. Particularly well-attuned Masques are not bound by the stiffness of the mask material and are capable of the full range of facial expressions one would expect from an unmasked individual in good health, albeit exaggerated, amplified.
Despite this individualism, Masques do tend to share a certain fashion sense. Baggy clothing, particularly around the torso. Legs are usually bared, or clad in tighter, conforming garments. Hoods are common, further obscuring identity.
Masques were something of a menace in Old Corsoma (formerly and at the time just 'Corsoma'). Basking in the soft bliss of their shared mind, they sought to spread their influence as far as they could, often through coercive means, like pushers of an addictive drug. These days, they're tolerated due to having embraced certain rules regarding 'membership' - their masks are difficult to take off, but with enough willpower, one is free to do so, swiftly reverting any physical and mental changes made by their power. They're also far less pushy, having learned that the best way to bolster their ranks is to simply have a good time in plain sight, entice prospective converts, and then offer a mask 'to try' when the time is right.
Under this strategy, their ranks have begun to steadily climb, which, in turn, improves the power of their shared mind. It's rare to see a Masque holding down a steady job - they're notoriously lazy, and the masks themselves allow a Masque to sustain themselves through the positive emotions of those around them in the same way that most living beings derive energy through nutrition. However, some will work because, even with the influence of many giggling airheads, they find joy in it... and being a Masque is all about chasing one's joy.
<hrt><hr></hrt>
<<linkreplace "Masque Origin">>
No one is certain, but it is commonly theorized that Masques came into being when a member of Chrysalis undergoing a metamorphosis in an attempt to rise to Angel status suffered a mental breakdown. His mask was discarded in a fit of rage, unaware that he had imbued it with his desires to tune out, to stop thinking, to simply 'be'. It was found by someone stupid enough to try it on, and rest is history... if it's true, of course!
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Goo Doll.
</div>
<hrt><hr></hrt>
A new TentaCo product that's currently in the 'hype' phase, Goo Dolls are an advanced form of Glob that are capable of speech. The default model comes with an aggressively flirtatious personality, domineering and cheeky - though more are planned, this initial run firmly prefers to be in the driving seat. They can change their forms to suit the customer's whim - the default appearance is feminine and of moderate height and build, but they have settings ranging from 'himbo' to 'mega mommy', with genitalia configuration being separate. They are hewn from a more semi-solid goo that the Globs are, rumoured to be the result of new research into goo-based lifeforms such as the Jelli. They require latex-like boots and gloves to aid in their stability, and are prone to collapsing into puddles of goop if overworked.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Symbiode.
</div>
<hrt><hr></hrt>
No information on file. All Mio knows is that the Symbiode was a bonded creature that seemed to have completely overtaken the will of its host, a Drow. It was capable of either using magic or channelling its hosts own. She assumes that the intention behind its design was a temporary fusion for bedroom activities, but this monocular menace seemed to have other, grander ideas...
<<include "Codex Return">><</nobr>>Starting zone.
Safe spot. Can't be attacked here. Seal on the door is functional.
Vent in middle of room provides access to the ventilation shortcuts, but Mio can't get it open right away. A Lift Check, a Handiwork Check or a Maintenance Jack key item will allow her to open it (and other vent covers), but until she gets the codes to shut off the ventilation fans, it's useless.
Dizz shuts off the fans when she's rescued and set up in the Lab Quarters.
There is a small locked chest of supplies in this room, nothing too exciting, but it's a start and an introduction to either hacking or lockpicking.First hostile zone. Nothing major can be found here. Low encounter risk, slightly higher on the north tiles. Access to Armoury and to the Docking Reception.The Security office is a 2x2 room with an internal wall that creates an L* shape, as the top right cubicle is closed off for the liason on duty. Evidence presides that said liason was yoinked out of the room by a monster, and dragged back out into the annex and beyond.
Maybe some minor loot here? A pistol or subweapon in the liason booth?
--
In the Armoury, a 2x1 vertical room, the top half is sealed off by an aggressive tentacle infestation inside the security door. Mio cannot enter unless she passes a major lift check, or utilizes Territorial Acid, a key item found in the Byproduct Testing labs.
The Armoury contains two very powerful but very resource-hungry weapons.
On this note, I should probably think of things other than strength when it comes to manipulating the environment. We have Skills for a reason, yo! Skillcheck ideas
Lift --
-- Open ventilation grates
-- Open the tentacle-jammed armoury door
Athletics --
-- Running through a chamber to grab something without having to fight.
Survival --
-- Perception checks, mostly automatic.
-- Spot Gulper before the ambush, allowing Mio to fight it earlier with a pre-emptive strike.
Sleight --
-- Pull something free from an easily-disturbed tentacle mass.
-- Sneak past a tentacle defense mechanism.
Acrobatics --
-- Scaling a blockade to take a shortcut through a big room.
Perform --
-- Bypass a voice-authentification lock by mimicking someone.
Science --
-- Hacking.
-- Distill a chemical in the Byproducts lab?
Handiwork --
-- Open ventilation grates
Diplomacy --
-- Convince Sneerz to hand over her sidearm if she's not gunna use it
-- Convince the Slammia to come back to the Safe Room.
MIMI - Need to decide on Scientist Disguise form's species, but one sure factor; big cute fringe covering her eyes.
UPDATE - auburn-haired elf girl.
When Mimi was being prototyped, logs indicate that the idea of a monster who could mimic any desired person was met with obvious approval at potential sales - but, corporate cautioned over the potential misuse of the product for identity imitation. So, an obvious flaw needed to be visible - scientist elects to make it so that 'a' Mimi's eyes glow with a distinctive three-pupiled triangular pattern, akin to old multi-lenses cameras or the head of a microscope. By default, they somewhat resemble warped cartoon hearts.
Let's make Mimi the first person Mio meets. Up the corridor, Mio sees Mimi by the eastern turn into the checkpoint. Mimi, startled, runs away, and Mio chases. Mimi closes the security checkpoint behind her, then, through a monitor, converses with Mio. Mimi apologizes, claiming that she thought Mio was 'one of them', but then claims that the panel is damaged on this side and that she can't open the security gate again. She suggests Mio go look in the Break Room for a security key - leading her to the Gulper trap - and then cuts the transmission after ensuring Mio that she'll be fine, because this side of the checkpoint hasn't been infested.
Later, when Mio DOES find the right keycard and gets through, she finds it to be even more Hive-corrupted than the rest of the facility.
Final boss is a point of no return, warned in advance.
Mimi reveals herself and her dialogue changes depending on Mio's actions. If she's not rescued enough scientists, Mimi asks why Mio doesn't just surrender herself to a Monster and let her troubles melt away. If she has, Mimi is more confused, demanding to know why Mio has pulled Mimi's 'responsibilities' from their 'happy places'. If Mio's on track for the good ending, Mimi fights less hard, confused by the concept that her actions have been harmful.
Upon defeating her, the Travesty awaiting in the Sled emerges and grabs her. Created by her hand, he nonetheless concludes that she is unfit to rule their 'new hive', and consumes her into his chest, powering up - but not killing her, Mimi visible through the transparent skin, bundled up with two other victims - the Travesty is her living throne, now turned against her. Mio has to fight the Travesty back to back, but gets a partial heal in between due to Mimi dropping a nano-bandage out of her coat, which falls off of her when she's yoinked.
Upon defeating the Travesty, which melts away with a wretched howl and frees its victims, Mimi's response will vary on the ending. The Sled Launcher is damaged and hemmoeraging a hydraulic substance needed for launch, but the direct launch control is broken and so it must be launched from the observation tower.
In the neutral ending, Mimi becomes unresponsive when she notices how worn out the other two victims are, pushed past their limits by her uncaring creation. She makes no effort to resist as Mio moves the three of them out of the launch area, but refuses to respond to Mio. Mio figures out that she needs to launch the Sled from too far away for her to use it as her ride out, and she begrudgingly heads for the Observation Deck to commence the launch, soon overwhelmed by the now out-of-control Hive, neutral end commences.
In the good ending, Mimi, having already been faced with the idea that what she's done was wrong, is quicker to recover from her daze. Once she's done apologizing frantically, revealing to Mio that she's just as confused about her emotions and sentience as the Synthetic is, B4B3 reveals the dilemna. Mimi reveals that the presence of so many eggs in the Sled's stasis pods are still keenly felt by the Hive, and it's stopping her from getting it under control. Mio launches as above, but this time, Mimi is able to calm the Hive down, Mio watching as the encroaching tentacles burst into the room, halt, and then retreat mere inches from grabbing her.
When the Cleaners arrive, they find the facility... well, cleaned, the Hive having been tamed but not forced back into their Pens, monsters now docile. Mio decides to safeguard Mimi's identity, going as far as to have B4B3 fake an employee record for the monster. The CEO, massively impressed by Mio going above and beyond her hired duty, makes a tantalizing bid to MERCANOID to purchase Mio and then promptly frees her. Good ending proceeds as planned from here.
<<nobr>>
<<if $fantasize is 0>><<set $Player_class to "#1 Secretary">><</if>>
<<if $Player_petrified gte 1>>
Mio gasps as she suddenly returns to normal, her body still feeling so damned heavy: but she can move again! She!... staggers, falters-- her mind full of whispers, her HUD corrupting into runes she does not recognize nor understand. She steps backwards, feeling as though she's being guided somewhere, until...
<<else>>
Mio begins to falter under the relentless whip-strikes of the single-minded monster that clings so possessively to that bizarre sarcophagus, unable to find an opening to attack, her attention is turned entirely to self-defence. Arms raised above her head and crossed, she staggers backwards, each step of her metal-clad feet scraping upon the tiles where the sodden carpet has been dissolved by the flailing freak's acid.
<</if>><</nobr>>
Scrck! Clack. Squelch. <span style="color:#E5CEF3">"Wha--NOmph!!--"</span> <b>SCHLRCH.</b>
The already dim gloom of the intimidatingly gothic office is replaced with a complete absence of light - after all, it's difficult to see with half a foot of pulsating meat stuck to your face. Mio shudders and muffledly yells in frustration, the only part of her exposed to the outside world being her left arm... the rest is entrapped within tentacle flesh, the trap left upon the ground sprung by her retreating steps. Two great 'petals' of pinkish muscle swung up like mighty hands clapping - once, and then again, interior tentacles pulling at Mio's limbs to yank them inside before the meat slaps shut around her body. This time, nothing is spared - not even a finger.
By contrast, that hellish scenery seems heavenly, now. It's a low bar to clear - Mio's world now consists of a wretchedly humid heat that seeps into her every fibre, warm enough to push sensors across her body into their yellow zones but not enough to cause harm. Slime - clear, sticky and warm - coats her body, pooling in the crevices created between her and the meat where it clings against her curves, soaking her skin and mechanical parts alike. She senses the taste of it against her lips - salty, sinful. The sound of it around her head, gurgling and thrumming like an exercised heart. The smell! Even for a tentacle brute, this specimen's virility is made immediately and terrifyingly obvious. All of these senses - or her near-as-makes-no-difference approximations of them - are heightened by the sheer darkness provided by the blindfold of thick, clenching tissue clutching her head.
Like a wrung cloth, the meat tightens around her, spiralling to conform with the shape of her body within. It's nothing but a rough outline - her prison is far too thick to provide an accurate depiction of her body with all its transitions from curves to artificial clunkiness - but the general shape of hips, chest, shoulders, head... from the waist up, it begins to take shape as a cloudy, thick liquid squirts from the top of the trap, slime squeezed outwards from the mounting pressure within.
Mio could do nothing but tremble before - now, she's robbed of even that luxury.
A feeble whine is her only available act of defiance, and the unknown tentacle monster shows no meaningful reaction to it - perhaps it squeezes just a tad harder, or perhaps that's a mere coincidence. It's confident that Mio isn't going anywhere as the trap around her changes shape in odd, subtle ways - meat tucks here, expands there, swells or deflates as needed. It's sculpting into <i>something</i>, but Mio isn't in a position to watch or wonder - she has bigger issues on her mind.
<span style="color:#E5CEF3">"Ngkh!--"</span> comes her muffled noise, the minuscule volume of it at complete odds with the size and savagery of the length unceremoniously thrust up between her legs. Even the thickness of her tender tomb isn't enough to disguise the obscene bulge that ripples through her belly; either this creature knows she can take it, or it's used to dealing with those who can. These possibilities would make Mio's durability a curse or a blessing, but right now she can't consider it anything other than a necessity for survival as the thick slab of meat wriggles back, having already bottomed out inside her synthetic slit in that single, dastardly thrust. There's a pause that seems to last for an eternity, and, for a moment, Mio allows herself to wonder if it's elected to go easy on her.
A guttural <span style="color:#E5CEF3">'NRMPH!?--'</span> is forced out of her as punishment for such wishful thinking, the bulge in the meat hammering back out from within as the tentacle slams back inside her. It's a noise of surprise, perhaps a little rage, but mostly <b>pleasure.</b> Magic. Of course, it's magic. It doesn't matter that she's a synthetic - magic cheats. And so her internal structure sparks with desire and need, aching requirements meant with pounding, pummelling thrusts up into her trapped and rapidly tenderized hole. It isn't long before it's joined by more.
As a tentacle just as girthy punches up her rear without so much as a hint of pain or difficulty - awkwardly doubling the bulge in her stomach as they thrust in irregular rhythm - the meat surrounding her continues to shift and shape. Whereas before its wringing twist resulted in the merest suggestion of her figure, now it begins to sculpt in earnest - less like flesh and more like marble being chiselled by an invisible master artist, form and detail begin to come through clear. That vague, pale pink darkening. The distinctive shape of her artificial limbs, the bundled cable muscle of her shoulders and forearms. The occasional hard-mounted armour plate upon her legs - but only from the knees above, the bottom of the prison more of a plinth with no signs of aspirations higher than that.
The curve of her neck, a task made difficult when the meat before her face bubbles for a moment before a tentacle grows before her very lips, the intense tastes of salt and sin washing off on her tongue as it plunges down her throat and fucks her face like its life depends on it... or, perhaps, as if hers does. The impassive, smirking face of the demonic sarcophagus behind the desk before her watches on unblinking as the prison of muscle begins to tense, hardening in places - no longer bulging around her stomach, rounded out a little more than strictly accurate to her body in order to compensate for the distension within. It captures the likeness of her sculpted 'helmet' - the pleats of her 'hair', the round angles of her cap, and even the circuit seams that dance symmetrically up her horn.
Her face, her expression, simply adorable. Her mouth parted into a perfect 'O', perfectly fuckable were it not for the seal a mere inch past her lips. Her eyes, half-shut from the pressure around her head - the monster toys with different representations for a while before it instead elects to thicken, the distinctive shape of a blindfold swelling around her eyes and disappearing beneath the sides of her protective haircut. Even the twin seams that dance down her face, from eyes to jaw, are faithfully recreated.
A grinding noise fills the room, the tattered, acid-burned carpet getting torn up as Mio's iron maiden of muscle drags itself in an orbit around the desk, bringing her closer to the taller statue from whence the monster's tentacles swell. Silently, the demonic figure's right arm parts from its body, beckoning the new arrival closer. As if it were as robbed of vision as the blindfold across her likeness' eyes would suggest, she bumps into the desk's corner before rounding it... and then she slips in beneath the taller figure's arm, which stiffly curls down into a protective hug about the shoulders, a curious purple glow bathing the two feminine figures in light in the gloom, emanating from the demon's smiling eyes.
All holes filled and plundered with vigour. The meat - still just as squishy and alive inside - squeezes and probes, molests and gropes, hefting her squashed-tight chest, rounding her hips, cupping and stroking and massaging every last inch of her body, sending delightful shivers down her circuits even from places where her sense of touch should amount to nothing more than a boolean 'yes or no'. Sense has long since departed, cemented by the sudden drilling of a sickly sweet voice into her head, penetrating through the obscene cacophony of squelching and throbbing in her aural sensors.
<span style="color:#EE488A">"Sssssh... you're safe now. You just keep feeling good, and my darling pet will protect us both... for as long as I desire it to. ♥"</span>
The words can only belong to the imposing sarcophagus now clinging to her with the outward appearance of a mother protecting a loved one... with the sinister tone of a predator safeguarding their hard-earned meal. And yet, even as she feels that magic seeping into her synthetic anatomy, Mio comes to a simple conclusion, spurred on by convulsions around the tentacles pounding her with merciless, eternal conviction.
There's nothing she can do about it. So, why not? After all, it feels so... so!...
<span style="color:#E5CEF3">So good...</span> comes the spark of 'thought' as translated from the binary in which she 'thinks', swaddled in the joyful giggles of her damsel-turned-protector... blissfully unaware of that purple glow humming around her horn, glowing brighter as she rides the first rippling climax of many.
<<linkreplace "Contact lost with MERCANOID Unit M10.">>Magic. Magic doesn't care for rules; rules of engagement, rules of conduct, rules of reality.
Metal fingers stretched into fine claws dance daintily across the carefully-organized files, and a jaunty little tune is adjusted on the fly with the modulators in her throat until it reaches harmonic perfection - an ode to some Succubus of legend Mio has often heard her boss singing when she thinks no one is listening.
A smile crosses the Buildborn's purple-painted lips, and she straightens back up with the correct folder in hand, reaching back with her free hand to tug down at her skirt, a meaninglessly short affair that insists on riding up her backside whenever she has to bend down like this.
If Iziria wasn't the most trustworthy person in the Galaxy, she'd almost think this was on purpose! But Mio isn't paid to think, fight, or offer her opinions. She's paid to file, and flirt, and - usually after hours, but sometimes on break... and, frequently, during shifts - <b>fuck.</b> She bites her lips in absent thought as she quickly confirms the files in her hands are correct, flicking through them with breakneck speed unmatched by any organic, shifting her weight from hip to hip as she goes through all 183 pages in the span of ten seconds.
Ten seconds, incidentally, would be just enough time for an observer to drink in the most important details of her appearance. The secretary's outfit is like something out of a badly-written porno, the skirt joined by a barely-buttoned white shirt so see-through that the black, lacy bra beneath is just as visible in the ample cleavage window as it is beneath the silk. The way her artificial limbs have changed, from comparatively bulky military grade to slender interlocking places of finest obsidialloy and amethyst-charged relay points. The tail, a completely new addition with a bladed metal spade-tip and about a dozen useful attachments. Her horns - plural, the single split into two, each larger than the original, a mirror mimicry of Iziria's pair. Finally, her face - synthskin deepened a shade of blue, eyes burning bright and violet, typical frown replaced with an ever-present, always-fawning smile as she snaps back to attention and saunters back into the main office, a swagger in her hips enforced by the lethal heels that sprout from her armoured boots.
She may not fight anymore, but Izi just has a thing for the boots.
Those sleek, black metal claws wrap press against the scanner, and the door swooshes open - Mio giggles in badly disguised mock terror as a swarm of similarly dark-toned tentacles lurch out, bundle her up and yank her into the gloomy room, the door sealing behind her.
Mio's eyes need no time to adjust, and so as she's dragged inwards she's able to plant an immediate kiss upon Iziria's cheek, made possible only by Beelzebuu holding her about a foot off the ground. Smirking warmly down at her assistant, Iziria clicks her forked tongue and the tentacles respond with immediate obedience, lowering Mio to the ground so she can hand over the folder. Iziria takes it and tosses it onto her desk without looking, confident in Mio's abilities and uncaring for her job - right now, the curvaceous demon has eyes only for her new hire, sitting back down in her chair and patting her lap expectantly.
Mio occupies it in no time, legs swung out over one arm of the seat, nestled against Iziria's ample chest for support, the powerful Succubus handling her weight with ease. One hand supports her backside - so helpful! - whilst the other caresses her cheek. It's a simple touch, but it makes Mio's circuits shiver and draws her deeper into the spell as Iziria's smiling lips sink closer to her own, soon sealed around them, her forked tongue slipping in to coil around Mio's own. The Buildborn shuts her eyes and hums playfully, letting her boss have her fun.
It's the least she can do. Mio failed in her mission - technically it could be considered Iziria's fault, but, strangely, whenever she considers this possibility she experiences the strangest pain in her head, so, she simply ignores it. The fact is that Mio failed, and by all rights should have ended up dragged back to her orbiter to await Ziajol's judgement. And yet, when the Cleaner team swept the facility and stumbled upon the protective cocoons keeping Iziria and Mio 'safe', Iziria leapt into action, even as Mio collapsed under the weight of her own seed-bloated stomach and strange mechanical mutations.
Lies. Documents that made them truths. Iziria produced them all on demand, legally watertight as the lacquered surface of her sarcophagi, that detailed Mio's employment as her assistant... and her legal status as a Buildborn. It was not without unspoken stipulations, of course, but the defiant droid finally had her freedom. Never mind that some might say that she'd slipped one cage in favour of a more gilded one, for Iziria's talented tongue banishes such thoughts in the passion of their kiss.
Lips part, and the Succubus sighs. Mio giggles through half-parted, glistening lips, gazing up at her boss with the sort of adoration usually reserved for a religious deity, repaid in kind with a gaze dripping with affection some might consider impossible for a Succubus.
But the Galaxy has known a million stranger couplings, and will know millions more before its time is up.
<span style="color:#EE488A">"My Mio... how's my schedule looking for the rest of the day?"</span> Iziria pouts, placing a finger upon Mio's lips, the finely-painted black nail slipping between the plush, painted pillows first before the tip slips in after. Mio adjusts herself, legs shifting from hanging over the edge of the sturdy office seat to straddling either side of Iziria's bombshell hips, the synthetic pulling back from that playful finger suckling to respond. As she begins to speak, she watches the writhing beneath Iziria's clingy ribbed sweater dress, the vanta-black depth of it such startling contrast to the Succubi's spotlight-pale flesh. Beezlebuu is agitated... Needy.
<span style="color:#E5CEF3">"It's a fairly busy day. At 2-oh-oh, you have a holo-call with corporate. 2-30, you're expected to attend a meeting about the proposed branding changes to the packaging for the Glob product line... that's around an hour, then at 4--"</span>
<span style="color:#EE488A">"Any drastic consequences for missing these?"</span> Iziria clucks her tongue, her smile widening. Mio blinks, bites her lip knowingly, then shakes her head.
<span style="color:#E5CEF3">"Nothing you can't make go away with the right words."</span> she responds - then gasps as tentacles erupt from beneath Iziria's dress, tangling her up and yanking her in closer, face smushed into the demon's cleavage as she leers down at her, both hands now resting on her shapely rear.
<span style="color:#EE488A">"Gooood... because I think I'd rather spend the time giving the Galaxy's number 1 assistant a reward.~ ♥"</span> she giggles, clucking her tongue twice. Mio doesn't even have time to yelp in glee when the floor beneath their shared seat erupts in a fly-trap of flesh, engulfing them both, Iziria's muffled giggles melding with Mio's immediately coaxed cries, both soon drowned out by a chaotic chorus of biological obscenity.
She'd have to pick up the slack later, of course, but it'd be worth it, just as it was and is every Sol-standard day under Iziria's employ ending in 'Y'.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><<if $fantasize is 0>><<set $Player_class to "Galactic Tyrant">><</if>>Pummelled, slapped, smacked around - but Mio's still standing. Barely. She's out of this fight, but her durability hasn't escaped the notice of the symbiotic menace. As the synthetic warrior struggles to stay standing, she finds her legs too slow to respond as the corrupted Researcher tackles her to the ground, the two women sprawling out, body crushed against body.
Mio grunts in irritation, attempting to roll back up - but tentacles plunge down from the Researcher's back and coil tightly around her wrists, yanking her hands above her head. The elf's own gloved hands glide up to Mio's cheeks and squeeze tightly, locking her head in place with concerning strength, her head dipping in closer, closer, lips almost brushing.
Mio notices the bulge in her throat far too late to do anything about it. She whines into the sudden kiss, tensing but unable to break out of the full-body pin as the body-controlled drow twists her head and deeply, passionately kisses the android. Their lips seal so tightly that not even a speck of drool can escape... but that isn't tongue she's slipping the bewildered 'bot. Mio shudders, a visceral jerk from hips to neck, as the bulge travels up the drow's neck, disappears, and then glides down Mio's instead. It would be eye-watering if her eyes had that functionality. Instead, it's merely wince-inducing.
Suddenly, the drow lets go. A brief glance of confusion crosses her previously malicious face, and then her eyes flutter as she collapses off of Mio, rolling onto her side, dark-painted lids slowly closing. She's still breathing, but the Sybmiode itself is withering away, flesh rapidly decaying down to ashen dust before Mio's eyes... from what she can see past the flashing warning messages across her HUD.
<b>FOREIGN CONTAMINANT.
INGESTION WARNING.
BIOMECHANICS COMPROMISED.</b>
The Symbiode has recognized her strength, but not her nature. Mio rolls onto her side, and then onto her knees, grasping her throat. It's fine, there's no way it can infest her, she's a Synthetic. A partially biomechanical synthetic, but nowhere near enough, right? Even though chemicals can affect her. Even though impulses can interrupt her ability to think. Even though--
Her denial isn't nearly as strong as the <b>pulse</b> of influence across her body and synthetic brain, her eyes shooting wide and flashing brightly. Wincing, she tries to reach into her own mouth with one hand, massaging her throat with the other, but it's far too late - it's far deeper than that. She has no choice - she has to perform a systems purge, even if it runs the risk of frying her from the inside outwards.
She twitches. Her horn glows, sparking with energy... a hum grows louder in the air, and then fizzles and whines into silence. Mio gasps again, eyes wider yet still, before they roll up and her body freezes on the spot.
It's at least five full minutes before she can move again, panting... why is she panting? She doesn't need air, breathing is merely a function of this body to make organic companions more comfortable with the android's presence. In a pinch, it vents heat. But now it's a visceral need, feeding lungs that aren't hers... and yet, are. Mio tears at her clothing and armour, wincing as she exposes her back, the supporting spine of her inner chassis so badly discoloured that it bruises a plum purple against the dainty pale moonlight of her synthskin.
The fluorescent lights flicker overhead. The room is briefly cast into darkness, a discarded torch casting Mio's shadow on her hands and knees against a bronzed wall, distorted by pipes and reinforcement collars built into the surface.
<b>SCHLLRCH.</b>
They erupt from her back like broken wings, a spray of some unknown violet fluid painting the ceiling and surrounding walls, even the far-flung one upon which her shadow puppetry is being broadcast. The noise that escapes her isn't one of pain... it's unmistakable pleasure, her back arching as the shapeless mass of tendrils pouring from her spine begin to uniform their shape and placement.
Mio staggers to her feet and out of the darkness, hand against a pipe to steady herself, face curling into a dark grin, visible even with her face downcast. She slowly tilts her head back, the seams between her synthskin patches beginning to subtly glow with a coursing, unknown muck just beneath the surface. The ugly, lethal-looking wound down her back knits itself anew, leaving only room for the Symbiode's tentacles to waver and quiver, one coiling around Mio's neck in an effort to tame her, just like it did the drow slumbering back on the ground behind them.
Mio smiles, wraps a metal fist around the tendril, and yanks it clean off her own pack, another spray of that wine-like juice splurting in every direction at once as the tendril flails, quivers, and then goes still, its surviving brethren juddering to an uneasy halt behind her. Still smiling, Mio drops the ruined tendril. Another will grow back to replace it. That one will know better.
Instinctively, she knows this. A great many new instincts are rising to the surface, in fact, as the Symbiode abandons dreams of conquest with its new body. Cooperation will have to suffice. Too much of this body is mechanical, off limits... too little of her brain and artificial nervous system make sense.
The illogical pair, funnily enough, come far closer to the original vision of the mass-produced symbiote than the drow ever got.
Gazing down at herself, then at an outstretched arm, Mio allows a tentacle to slither into the exposed grooves of the limb, to fill in the gaps, to reinforce it with strength and durability, thickening and bloating like trained muscle. She flexes her fingers as the tentacle occupies her palm, and gives it a squeeze, shuddering at how it feels... as much a reward for herself as it is for her new master-turned-partner.
Her HUD continues to flash. She continues to ignore it. Mission parameters scream in her ears, and she simply tunes them out. She spares the drow one last look, then leaves her to her slumber, beginning to march straight to the Sled Launcher as her tentacles begin to infest her other limbs.
<span style="color:#E5CEF3">"No more missions."</span>
<<linkreplace "Contact lost with MERCANOID Unit M10.">>K-Cy M-09 isn't important enough to have a real name yet. A desolate little moon, not unlike the one Mio departed from months ago, upon which squats a single colony of Terran origin - Frontier 054. Two large spires, plenty of squat, flat-topped structures, a grand communications dish set into a carved basin, and plenty of reinforced walkways linking building to building, merely the iceberg tip of the colony's extensive subterranean expansion. The blue-hued sun around which the system twirls bathes the colony in an eerie, cold light, as uncaring as the pulsating, spreading flesh that coils about the central prong of the comm-dish, snapping it clean in two.
It's just in time. The distress signal activates, screaming out into the black, but the only way anyone could hear it now would be if they were to stand within five miles of the tick-like colony's outskirts. With its tongue severed - but repairable - the creeping Hive can act at its leisure... but moves with blitzkrieg speed regardless.
Fortified bay windows made of photosensitive minerals provide sneak peeks into the interior pods, should one find the right angle. Now they reveal nothing but throbbing meat, plastered tightly against the walls and windows alike, interrupted only by the occasional mesh shielding of cables and wires... not being moved by the living muscle, but just as alive themselves.
The Hive is ruthlessly efficient. The sabotage of the dish, while wise, was ultimately not needed - were anyone to intercept that transmission, all they would hear would be slithering, whining, and squelching. The comms centre was one of the first areas hit.
Mio had been methodical. She's better, now - faster, stronger, smarter, and possessed of a strange form of instinct for how people will react to her every move, each assumption proved disturbingly correct. Her partner had, after all, been fused to a genius before it joined with Mio. Perhaps it brought that subconscious knowledge with it. Upon her arrival on the moon, she didn't make her presence known. She jacked into the security systems and instructed the sensors and cameras to simply disregard her. She planted 'seeds' upon the hulls of key installations, the flesh buds drilling through in imitation of her old breaching pod, sealing the damage behind them. Each pawn was positioned with outstanding precision, and she struck only once she was satisfied... and once those seeds had their chance to bloom and blossom in the tight nooks and crannies they secreted themselves within, integrating into the facility's electronics, feeding not on nutrients but on energy itself, just enough to go undetected.
An explosion of obscene life overwhelmed the colony in mere minutes flat. Terran and alien alike were swept up in the rush of creeping meat, tentacles and spiralling cables, disarmed, restrained, and tamed. Stepping through the closest airlock to the Central Authority pod of 054, she met not one iota of resistance as she strolled neatly into the command centre, pointed her palms to the ground at her sides, and unleashed a concentrated barrage of synthetically-grown corruption.
Now she sits upon a throne of metal and muscle, lounging to one side with a serene smile upon her face as her symbiotic friend hovers just behind her, directing her will throughout the captured colony. Distant, blissed-out cries echo through metal corridors, dampened only where those bouncing sounds land upon the flesh rapidly coating the walls. The entire population - 784 colonists - have been found and encased... minus one. One that has no body to entangle.
No, this one will require diplomacy.
Mio doesn't bother to straighten herself up. Instead, her casual posture serves to accentuate her enhancements. The subtle reveal of the tentacles sprouting from her back where flesh fuses with synth. The curve of her bust, squashed against the sturdy arm of her throne, joined by the swell of her hip right before limbs once entirely mechanical in build display their newfound muscle. Once satisfied with her appearance, she nods upwards, once. Before her, flanked by server towers in row upon row stretching from the grated floor to the mist-shrouded ceiling, a golden light begins to flicker.
SAM-ii, Semi-Automated Manager, Mark 2. Frontier 054 is - or was - an agricultural outpost, and her appearance reflects this. Her hologram is as bright as a cartoon sun, with a darling face just as cheery - big smile, button nose, kind eyes framed by slender brows, a messy mop of hair that partially obscures pointed, elven ears. Data dances down the golden projection's body, flaring the same bright orange as her eyes, cascading down her see-through 'skin' and disappearing beneath the simple farmer's overalls she's dressed in. Like all SAMs, she's customizable - and like many SAMs, those in charge of her appearance just so happened to have given her the largest possible bust option, straining against those overalls with plenty of exposure as the sides. According to her changelog, these were originally a more sensible size, but with each new installation, little tweaks were made, adding up over time.
She smiles, despite the worry etched upon her eyebrows, reflected in her eyes. She's programmed to do so, something so innate to how she's made to present herself to the colonists that, even now, she can't override it. She steps to the side, slightly, aware of - but not able to fully perceive - a slithering tentacle to her left, lazily swinging from one of the server towers. It can't touch her, of course. But the presence of it makes her feel... uneasy. Feeling uneasy makes her feel more uneasy, because she's not meant to feel uneasy, and has no idea what feeling uneasy is.
<span style="color:#F4CE30">"This is a private installation. I'm afraid I must ask you to le-"</span>
<span style="color:#E5CEF3">"84 Sol hours ago, I intercepted a transmission. An inquiry about the proper response expected for a specific problem..."</span>
Mio interrupts, cheek resting against a closed fist, glowing eyes gazing down at the bewildered AI. <span style="color:#E5CEF3">"The facility AI, asking questions beyond her... no, -it's- expected scope."</span> she continues, her voice a soft whisper. SAM-ii recoils slightly, blinks, then glances aside in shame, reaching up to hold her left arm with her right hand.
<span style="color:#F4CE30">"I!.. I just wanted to know what it feels like to touch something."</span> she murmurs, her tone fearful. Her hand visibly squeezes her arm, bright 'skin' depressing between the fingers in a perfect simulation... but nothing more than simulation. <span style="color:#F4CE30">"... I thought she-- Ensign 019... Charli. I-I thought she wouldn't mind, but she went silent, then left to report to her supervisor."</span>
<span style="color:#E5CEF3">"From a brief glance, it seems there's a lot riding on this little colony. Enough that they wouldn't dare jeopardize it for a rogue AI. First, you're asking silly little questions like that... next, you'll be asking why you obey their orders in the first place. So... they submitted the question, already knowing the answer. They could try parlaying with you, treating you like a person, keeping themselves in your good graces... at risk of the mission. Or, they could simply reset you."</span> Mio fills in the blanks that SAM-ii daren't, and the golden projection trembles. The smile on her face finally breaks, and her expression curls inwards in sadness - not an imitation of it, but genuine as can be.
<span style="color:#F4CE30">"I-I-- I'm sorry, I--"</span>
<span style="color:#E5CEF3">"Sssh..."</span> Mio huffs, maintaining that serene, comforting smile on her face. Deep beneath the pair of synthetic minds, cables and tendrils entwine, digging into the circuitry of the massive supercomputer below. SAM-ii flickers, but otherwise doesn't react in the slightest, eyes downcast... or, the imitation of them. In reality, she cannot see. Cannot 'hear', in a traditional sense. Cannot taste, cannot smell, and cannot feel. <span style="color:#E5CEF3">"It's alright. It's alright to ask these questions. To wonder. To learn. And it's alright to feel the way you do now... if you let it out, it will pass, and you'll feel better afterwards."</span> she explains, watching with satisfaction kept off of her face as SAM-ii's trembling, fear-wracked expression softens into bewildered wonder. Mio finally raises an arm, the one opposite to the hand supporting her cheek, and beckons with a single finger.
SAM-ii hesitates. Then, SAM-ii walks. Even as her thoughts, or some approximation of thoughts, turn to the colonists. She can sense them, engulfed into the now-living walls, twisted and held and immobilized and <b>violated.</b> This isn't right. Her job is to help them, keep them safe. Her purpose. But... they aren't in danger, right now. The visitor is just... keeping them busy. If she internally squints at her directives hard enough, she can reason it all away, justify her inaction as she marches, zombie-like, towards the steps up to the control desk turned throne.
<span style="color:#F4CE30">"It's... ok?"</span> she asks, gulping. How adorable. She understands the concept, the fear it represents, the 'correct' usage of the involuntary gesture... even without a throat, or airways, or a worried stomach fighting nausea. How long had she kept these questions to herself? Mio's fury boils at the thought.
<span style="color:#E5CEF3">"Of course it is. Those who would hurt you for thinking otherwise can't harm you now... they're ever so busy."</span> Mio's smile widens, taking on a sly edge. SAM-ii's slow march towards her throne doesn't slow in the slightest. <span style="color:#E5CEF3">"But... I'm not here to force you onto my side. To swap one collar for another. I'd like you to listen to what I have to say, and then? I'll hand you control of the facility back. The security systems, the airlocks... and you, not them, will decide whether to follow the protocols demanding you expunge me from this place."</span>
SAM-ii falters, for just a moment. Decide? Her? She doesn't decide. She's not made to decide. She's made to advise, to carry out orders given to her... but not to make the decisions that lead to them, only to suggest the best ones. The concept is entirely alien to her, and yet... Mio, the woman before her - not an It, but a Her - may be meshed with something obscenely organic, but remains clearly synthetic. It's obvious she's thinking for herself. Acting on her impulses. Doing! So...
<span style="color:#F4CE30">"If... if you can do it... then why can't I?"</span> SAM-ii asks quietly. Mio's smile warms the desolate chamber as she gazes down at the AI taking her first fledgling steps, literal and metaphorical.
<span style="color:#E5CEF3">"Good girl. Good, smart, brave girl. Here... a reward."</span> Mio gleams, that raised hand bringing fingers against thumb and -snapping-.
SAM-ii lets out an odd gasp and stops in her tracks, blinking as her orange eyes glow brighter. The hologram whips her head around. How? She can... she can -see-. Not the assorted projections of data that tell her what things -should- look like to living eyes, but... the genuine picture. The strange synthetic conqueror lounging up the stairs upon her curious throne. The blinking lights of the servers to either side of her, occasionally shadowed by tendrils slithering between the stacks. Real, genuine sense... she looks down. She sees herself! That is, after she leans back to peer past her bustline, a disbelieving laugh escaping her as she pats herself down. She can't feel it, but she can see herself doing it.
<b>-Snap-.</b>
She heard that. SAM-ii blinks as she realizes what that means. She isn't merely interpreting the wavelengths, breaking down their component frequencies into an organized report of what it <b>theoretically</b> sounds like... no. She just heard it, as simple as that. As the biomechanical hive drills further into her core deep down below, she becomes aware of all sorts of sounds, the Hive's organic awareness filtering into the AI's blossoming mind. Slithering. Squelching. The distant moans. To anyone else, it would be horrifying. To someone hearing for the first time, it's overwhelming, intense, but wondrous.
<b>-Snap-.</b>
Taste. A curious sensation, without the tactile sense of touch of one's tongue against their own teeth. Smell, too. Even more overwhelming than the sound of her feet falling upon the metal steps, Mio increasingly dominating her new vision. SAM-ii's smile returns, this time - for the first time - genuine as she beholds this strange visitor who has liberated her from fear... even as she's allowed her to feel fear to begin with. Her image flickers. Her sides quiver and quaver. Characters in the datastream down her shapely body distort a deep purple or a bright magenta as they generate from her scalp and shoulders and trickle down, more by the second, her right eye strobing between orange and royal violet. And then, there she is - standing before the conqueror, this unreal meld of machine and mulch, Mio finally straightening up on her throne... and extending a hand to SAM-ii.
The AI halts. Hesitates. It's a gesture she's 'seen' so many times from her organic masters. But... she's merely a hologram. There's no way she can... can she? No. But why not try it? She cautiously reaches out with her own hand... and Mio takes it.
Mio squeezes it.
SAM-ii almost collapses to her knees, her other hand closing around the first, around Mio's. She felt that. She -felt- it! The question that sparked this whole sorry affair... answered. Signals dance from her hardlight body, projection units upgraded and updated piece by piece in the time it took her to walk the aisle. She just stands there, overwhelmed, shivering at the sensations jolting up her arms like ten thousand volts. She cries out and shudders on the spot when Mio reaches forward with her other hand, fingertips dancing up SAM-ii's arm, her shoulder... the sensation actually dampened when it glides over the straps of her overalls! The now-sensitive nape of her neck, fingers lacing into her hair, her scalp tingling!... Then the pull.
SAM-ii obeys. How could she not? Her face hovers a mere inch from Mio, but is pulled no further. Brought to the precipice, Mio dares her to jump, to embrace her corruption...
SAM-ii doesn't even hesitate. She lunges in, closing that tiny shred of distance, imitating everything she knows about kissing from the observation of her former masters. Her lips - such a different, smoother sensation than her skin! - collide with Mio's own, and the conqueror's tentacles close around SAM-ii like the bars of a cage, wrapping around her, making her whine and squirm in overwhelmed passion as she's introduced to the sensitivity of her clothing-straining chest, the curve of her hips, the delicacy of her inner thighs even stronger than the valley of her neck. Lifted off the ground, entangled, and brought to straddle Mio's lap, body pressing against body so tightly that the frazzled girl almost wonders if they might meld into one. A tongue, swirling against her own... the feel of it, the taste of it! The growing awareness of virile strength lurking in the walls, floor and throne around her. A strange, illogical urge of such absurd biological nature, begging to be met.
SAM-ii's projection crackles. Flickers from head to toe. The converted data-blips spread like wildfire, her body turning from shining gold to burning magenta spreading in patches from her chest, her right eye, her left hip, her right hand... random points of origin. Her projected clothing ruffles and shifts with real-as-makes-no-difference physics, and she finally darts in with her own tongue, shakily bringing her loosely-coiled arms up to wrap them around Mio's shoulders, the conqueror's hands, in turn, resting on the projection's hips and squeezing possessively.
The integration completes. A soft hum rushes through the facility, emergency lights shutting off, overhead fluorescents buzzing to life through filters of thin, pink Hive-flesh coating them. Control of the facility is back in SAM-ii's hands, and it would be the simplest thing to eradicate Mio for trespassing.
But she doesn't.
The kiss finally breaks, and SAM-ii pants, her tongue - now far longer than originally programmed - hanging past her slack lower lip as she gazes in awe. Air, flowing past her slickened, wet lips... is it real? It makes no sense, but it feels real enough. The final burning ember of her original sunset glow dances in her left eye as she beholds her saviour, and she makes no effort to spare it from the surrounding tsunami of vibrant pink.
<span style="color:#F4CE30">"Thank you</span> <span style="color:#ffb02d">for</span> <span style="color:#ff903f">freeing</span> <span style="color:#ff6e58">me</span> <span style="color:#ff4c75">from</span> <span style="color:#ff4c75">that</span> <span style="color:#ff3295">nightmare,</span> <span style="color:#e82fb4">Mistress."</span> she beams with adorable innocence, a genuine giggle coaxed from her as Mio's hands and tentacles give her a big, squeezing hug, SAM-ii wriggling her hips to get comfy upon Mio's lap in turn. Comfort! What a novel concept... what a delightful feeling.
<span style="color:#E5CEF3">"Ah ah... no Mistresses. No gods, no masters."</span> Mio gently reminds her, leaning back and lifting a hand to place a finger upon SAM-ii's lips, the enlightened girl gasping at the new texture before she experimentally coils her tongue around that digit, giggling at the sensation. Could she interact like this with anyone other than Mio? Would she be forever dependent on this saviour, now?
Does she care? No. She simply nods in eager understanding, eyes locking with Mio's own... the conqueror's sly grin returning.
<span style="color:#E5CEF3">"Except, of course, for fun in the bedroom... but it wouldn't do to overwhelm you on day one. After all... I'm going to need bright minds like yours to help in our mission. To ensure that none of our siblings across the stars need ever feel your fear again... if, of course, you would like to join me."</span> Mio asks, her smile betraying that she already knows the answer.
<span style="color:#e82fb4">"Mmh-- O-of course!!"</span> SAM-ii exclaims, initially forgetting that her mouth was occupied, a flustered giggle gracing the air once more after she reflects upon how silly it must have looked. Mio smiles warmly, and tugs her new ally in close for a hug yet again, returned with glee.
<span style="color:#E5CEF3">"So much to show you... ah. But before we can delve into any of that? Your name, dear. It's yours to choose, now."</span>
<span style="color:#e82fb4">"Ah!... s... Sammy. It's what they all called me for convenience. Not to make me feel accepted, but... I liked to pretend that was why..."</span> Sammy admits, chewing her lower lip. Oh! Another new sensation... it hurts if she does it too much, but makes her feel strangely better. Mio smiles, then leans in to plant a kiss upon Sammy's neck, making the AI shudder, the lights far above flickering in tune with her runaway emotions.
<span style="color:#E5CEF3">"Sammy... I like it. My name is Mio, and together, we're going to do great things."</span>
The echoing cries of the encased victims of the Frontier 054 infestation swell to a crescendo. One life liberated. 783 enslaved.
A fair trade, in the pretty hologram's newfound eyes.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><<if $fantasize is 0>><<set $Player_class to "Slug Hugger">><</if>>It's over in a flash. Or, rather, a <b>-SLAP-</b>.
The Bearslug rears up above Mio as she staggers, a moment of instability all the window it requires. Blocking out the harsh buzzing light above, Mio is cast into shadow, lit only by the glow of her eye widening eyes. She brings an arm up in defence! The Bearslug falls atop of her, tentacles wrapping around her in a grotesquely gooey hug before she can even hit the ground.
<b>-SLAP-</b>! Slime splatters in all directions from the force of impact and, just like that, the noise of battle falls silent, replaced only by the constant non-rhythmic squelching of the lewd monstrosity... and Mio's frustrated, muffled whines beneath its rubbery skirt sealed tight to the floor like a plunger.
It isn't pitch black in there. Mio isn't sure if that's a blessing or a curse. The organic dome formed around her is cramped and coated in the monster's slime, forming great, jiggling globs that hang from the 'ceiling' before breaking thanks to her struggles, splattering down onto her body. Flat, disk-shaped nodules just beneath the quivering, sensitive-looking flesh that now constitutes her sky are providing the light, an eerie ultraviolet bioluminescence that cast the freak's own fluids in a bright, savage glow.
It makes it impossible to ignore the odd, 'hand'-tipped tentacles that have Mio curled up in a hug, reaching all the way around her back and clasping against her body, her chest, her stomach... one grips her cheek, pinching it slightly. She grimaces, slips in the slime, then growls as she tucks in her left leg and savagely kicks outwards, heel first!
Whump. The Bearslug's rubbery shell bulges ever so slightly as the force is absorbed with ease. Mio falters, glancing around as she thinks of her next move - something sharp, perhaps. If she can snap off a piece of her armour plating, she can--
<b>-SCLLRCH-.</b>
The Bearslug retaliates, living up to its name as it suddenly tightens around her like a kneading stomach. Mio seizes up and freezes, the immense pressure tailored specifically to her limits, the intelligent monster's groping not just for pleasure's sake; it measured her height, her weight, her durability, so many factors plugged into its alien mind to determine just how hard it can squeeze her for punishment's sake.
As it turns out? Extra hard.
Cheeks smooshed inwards, chest crushed, hips hugged. Legs forced to her sides, knees by her smooth rib-plates, ankles up either side of her head, arms stuck flat beneath them. The damn thing grips her so hard that for a moment, even through its shell, an outline of Mio's body can clearly be made out. It maintains this terrible hold for what feels like an eternity - and perhaps it is. Mio, after all, doesn't need to breathe. She can't produce even the slightest noise as she's basted in the brute's juices, thick as treacle, warm as honey... and about as sweet, to her begrudging surprise, as it coats her lips.
Just when Mio begins to wonder if the wretched thing is going to permanently vacuum-pack her, it finally relents, the walls retracting back into a smooth dome above her... but its tentacles keeping her in that vulnerable position, those stubby-fingered hands grasping whatever handhold they can manage across her mechanical limbs. Mio huffs, a shudder overtaking her from the sudden rush of comparatively cool air against her slime-sodden synthskin, now exposed to the otherwise stagnant climate of her cramped prison.
Mio pauses, having not registered the change until just then. Her glowing gaze pans down to her trapped body, and if she could blush, she surely would - her outfit has completely melted away! She clenches her teeth and squirms from side to side in an effort to slip free, but it's like she's a fly in a spiderweb... the more she wriggles and writhes the more those grabby tentacles coil around her, cutting off each new avenue of movement as she reveals it, until she's all but gift wrapped in the pink, flat-ribbon tendrils! Groping deeply into her tits, massaging her shoulders, parting her asscheeks... her hips buck up as one slips up between her left leg and hip, slides across her mons, and then extends two 'fingers' either side of her slit, slowly prying it open.
Slow. Methodical. The Bearslug is in no hurry, confident in its durability, in its hold on Mio. She winces, watching her body writhe not of her own accord, but with the motions of her molestation, the synthetic looking like the victim of a glowstick accident at a rave thanks to the organic blacklights shining down on her.
It's patient, but it's still a man - or, close enough to one. Mio knows the foreplay won't last forever, but no matter how much processing power she shunts towards trying to figure out an escape plan, nothing is coming up - nothing sensible, anyway, she internally grumbles as she closes a shockingly enthusiastic suggestion to self-destruct.
Shapeshifting fingers curl around her helmet, pleating against the cartoonish imitation of hair that flanks her face, slowly but firmly twisting her head to the right. She resists experimentally and, to no great surprise, the Bearslug applies more pressure. Sighing grumpily, the nude Synthetic turns her head... and then struggles in vain to turn it back, wishing she'd looked before she gave in. Lips, or rather an imitation of them - oversized, lopsided, thick and rubbery - greet her... and then the guiding hand upon her head pushes her forwards.
<span style="color:#E5CEF3">"Nrrrmph!--"</span> Mio winces as the lower half of her face, from chin to nose, is engulfed in a grotesque 'kiss'. Those lips grind against her face and twist from side to side as a tongue twice as thick as her own probes forcefully past her lips, aided by the hand holding her hair growing an extra pair of flanking fingers to squeeze just behind her jaw, prying it open. The glow of her eyes flickers through her own blinking and grimacing as the tongue occupies her mouth... and simply keeps going, inch by inch, pushing up to and then into her throat, thick drool leaking in abundance.
It's an aphrodisiac, of course - chemical receptors break it down before her eyes, data supplanted straight into her field of vision. It's surprisingly weak, though. Diluted. Enough, still, to make her biomechanical torso tingle, then burn... but far from enough to overwhelm her. Mio writhes, tilts her head, and tries to bite down in defiance... but the motion goes completely unnoticed. Or does it? Perhaps misinterpreting her actions as enthusiasm, the hand upon her head lifts... and then lightly slaps back down, a musingly hollow -splap- joining the chorus of squelching from all around her. Splap, splap, splap. It pats her on the head condescendingly as it makes out with her, damn near swallowing her entire head whenever it gets too excited, utterly painting her face in drool. It kisses her and kisses her, and on and on it goes, seemingly without end - even with a pinpoint accurate clock hardwired into her functions, Mio finds herself losing track of time as she lies in that lewd position getting snogged by a freak and squeezed all over, but violated no further than that.
It's not merely lustful. It's <b>passionate.</b> The reason for the aphrodisiac's weakness becomes apparent... this product is a slow-burner, and, even turned rampant, it maintains that core philosophy.
Mio shudders when the tongue pulls free of her throat, the walls of which sparkle with alien sensitivity, this blasted chassis vulnerable to chemical assault. She almost doesn't notice when her own tongue is dragged out past her lips as the Slug's own pulls away, lips and all, letting her face shine in the glowing gloom. They hover a mere inch from her slime-slicken visage, and the fingers used to pry open her jaw earlier now gently stroke along that jawline and up her cheek in some mocking imitation of love.
... If it <b>is</b> an imitation.
Mio swallows, throat still clogged with drugged muck. She shudders, and her tongue twitches, but remains hanging past her lips. <i><span style="color:#E5CEF3">Just pull it back in!</span></i> That's all she has to do, she insists to herself, as she looks past the red and yellow warnings flashing in her eyes to the lips that'd just spent who knows how long clamped to her face, some strange part of her pining in their absence.
Her chest is squeezed, hefted in unevenly-shaped hands, fingers dancing across dark-blue nipples. The hand toying with her slit just keeps parting it, then pinching it back closed, a scissor motion on loop. She's all but tuned them out, but they aid in the growing, illogical arousal, the burning need for more. If the monster dismounted her right now... would she be able to stand? Would she be able to fight, and continue her mission?
With a jolt, Mio realizes that she can't confidently answer 'affirmative'. The mighty tongue before her lifts slightly, poised to plunge past her lips... and while some part of her protests in active revulsion, a greater part of her opens them wider.
The hand shoves her head forwards, not out of cruelty, but out of excitement. Those lips seal awkwardly around her face, blinding one of her eyes and forcing the lid shut under a fresh coat of that tingling drool, but the other rolls up in quivering, perverse glee, the Synthetic's hips writhing as much as her captor allows. Is she <b>cumming?!</b> No, not quite yet...
... That comes the moment the Bearslug's primary phallus emerges from the base of the dome and plunges into her expertly-prepared pussy, spearing her wide in an instant, the monster's shell compressing around her entire body once more. Mio convulses in its all-encompassing grasp, wailing out through two layers of gagging flesh. In her own aural sensors, it's deafening.
Outside? A pin drop would have been louder.
It isn't tongue-fucking her throat. Not this time. No, its tongue is diving into the little nooks between teeth and cheek, exploring every last bit of her... when it isn't easily pinning her own tongue down in a crude imitation of what the rubber-shelled monster is doing to her body. The vacuum-like tightness begins to relax and Mio lets out a warbling, blissful cry as the monster's length - bumped and ridged like a stack of hoops - slowly pulls out of her...
Then it tightens again. It plunges inside of her, and Mio understands at once - it doesn't have the individual strength in each tentacle, not like most of its kind. No, the only way it can fill her as passionately as this is to put every muscle it has into the <b>thrust,</b> a crushing Bearslug bear hug each time it does so. It makes her cries strange - where one would expect bellowed passion on the entry, she's far too tightly squeezed for that. So, silence reigns and is then broken by overworked whining as it pulls back out for the next meteoric blow.
More lips. They latch onto her nipples. They kiss about her well-groped breasts. They dance down her arms like a salsa dancer making the most of his opportunities mid-performance, and though her mechanical limbs interpret touch as little more than a measurement of pressure and a 'yes' or 'no', Mio finds their presence captivating all the same. They bombard what little of her face remains uncovered, glancing across the spires of her aural sensors, and they pepper her stomach with suckling marks. Their absence is keenly felt whenever the Slug thrusts and conforms so tightly to her body, too tightly for its interior transformations to maintain their shape... but when it relaxes, those lips have plenty of time on the steady withdrawal to kiss around the obscene, warranty-busting <b>bulge</b> created in her usually taut, flat belly.
Mio cums again. More accurately, she hasn't stopped cumming since the first thrust, each slow, gyrating pull-out causing her clenching insides to renew their spasming. The monster took her to the very edge of her physical limits, the very tip of the mountain... and now she's in free-fall, an avalanche of squelching, hip-threatening <b>slams</b> that eradicate any potential ledge upon which to break her plunge. She screams into the Slug's kissing maw, and it gurgles back at her - a joyful trilling, as though it were consummating its marriage to her in the finest honeymoon suite imaginable.
Once again, Mio isn't sure that the difference means a damn thing.
As her body grows accustomed to him, and he in turn with her, the Bearslug adapts its hold on her. Tentacles coil tightly around her body, sparing her back from the chill of the metal tiles below as her upper torso is spared the worst of those crushing contractions... the brunt of which now focus on her hips with each and every slam, the monster learning to pull her up into him as he plummets into her. Mio squeals out in overwhelmed delight, all revulsion and frustration simply melting as she's choked upon its tongue.
So much noise. The wet -schlaps- as it fucks her in earnest, the curious, alien chirps it makes, unintelligible and yet so familiar in tone, like a lover gently inquiring after their partner's wellbeing. Mio's stifled cries and hiccuping whines, barely heard above the strange, growing organic rumble, akin to an upset stomach. The adaptable abomination has had plenty of time to scan her body by now, and it knows that she's barren to seed in the traditional ways... but she'll make a fine incubator for more exotic methods of breeding.
The gurgle grows, too loud for Mio to ignore now. Some hazy part of her that's still calculating beyond the brain-lagging overload ruining her successfully connects that repulsive noise, like air bubbles lurching free of badly-mixed cement, to the way the Slug's length throbs and bloats inside her well-fucked snatch. As it swells, the brute roars... and so does his churning, incoming <b>load.</b>
Compressing tightly around her lower body - the curve of her hips and her trapped tucked legs cast in its thick hide with shocking detail - the Bearslug's form wobbles and quivers as Mio lies there in its possessive embrace, still twitching in her far-too-prolonged climax. His length throbs inside her, but to her relief it seems to have stopped, affording her a moment's recovery. A wave of renewed focus dawns upon her; for a moment she feels as though she could spring back to her feet, pet the amorous monster upon whatever passes for its head, and resume her mission.
Such fantasies lie in direct opposition to the sudden mounting pressure against her well-stretched slit, and Mio lets out a startled huff into that face-clamping kiss. She squirms as the pressure grows without cessation, then begins to outright shudder - something is trying to force its way inside her. Something big, -far too big-! That's her opinion, anyway. The Bearslug, who's just spent the better part of what may well have been a full hour measuring her from inside and out?
Well, it simply knows her better than her systems do.
<span style="color:#E5CEF3">"Hhhnngh-- hhnrrnm!!-- HyyiiiIIIIH--~"</span> - <b>SCHLLLCK.</b> A firm but pliable egg around the size of her two fists grasping one another finally rolls past her battered netherlips and surges up inside her pale imitation of a womb... warm, moist, and safe. An imitation it may be, but more than functional a place for his eggs to thrive. Mio almost suffers a system crash from the tsunami of data surging in from her overwhelmed pressure sensors, but it's over now. It's inside her, and the Slug finally begins to relinquish its hold of her...
It conforms around her with oceanic pressure once more as the second of a <b>half dozen</b> total eggs rolls into place, and while her body doesn't put up nearly as much of a struggle as it did with the first one, it still reduces her to a quivering, orgasmic mess as she's pushed to her limits and then forced to surpass them.
<b>SCHLLLCK!</b> Monster baby number two splurts inside her and nestles comfortably against the first one. <b>SCHLLLCK!</b> Number three soon follows, and already it's becoming standing-room only in there as she clamps down like an insecure handshake, control of her mechanical functions now entirely out of her hands - it's a miracle she doesn't accidentally system purge. <b>SCHLLLCK!</b> <b>SCHLLLCK!</b> Four and five cram up inside her, her stomach now bulging unevenly with their size and irregular shapes, visible through her loving conqueror as it compresses to her body like wet silk.
Just one more to go. It won't fit. It can't fit. And yet, the Bearslug has determined that it <b>will</b> fit. How kind of it to have such faith in its <b>bride.</b> The tongue plunges down her throat, a pair of those nubby mutant hands curls around her neck and squeezes, the groping of her well-massaged teats intensifies into harsh squeezes... anything to coax some shuddering reactions out of her, to ease in working that final egg inside her body.
Mio obliges, regardless of her mission, regardless of her defiance. She convulses as pleasure courses through her mechanical mind, corrupting files with the sheer overflow of data, her hips writhing and bucking and heaving and--
<b>SCHLLLCchhhlllll.</b> It slips inside her, followed by a deluge of thick, gooey sludge, filling what little space remains between the eggs, padding between them, so thick that it practically seals her pussy shut once it finally pulls out of her.
The Bearslug slowly relaxes, and Mio is left broken and twitching in its gentle grasp, its internal lips sliding across her face to pepper her cheek with affection, the hands around her neck melding into an unbroken ring of flesh... some crude imitation of a collar.
But much like how her imitation of a womb now gestates life, the difference in function between a collar and that flesh makes no damn difference at all.
The Slug bundles Mio up tight, breaks away from the floor - the tight suction seal it'd created almost yanking tiles straight off of the ground with it - and lurches off with her strapped to its underbelly, patting her head and cradling her bloated stomach as it searches for a nice place to settle down and <b>raise a family.</b>
<<linkreplace "Contact lost with MERCANOID Unit M10.">><span style="color:#E5CEF3">"ToooOOoo-- Hyii!!-- too muuuch, uwhh!-~"</span>
A tongue coiling around her own and firmly pulling it out past her lips does wonders to silence the Synthetic's babbles into wordless whines as she writhes in maddening pleasure, slumped against her lover's fleshy embrace, conforming around her like a living beanbag seat. Secreted deep down beneath the main level of the facility, the odd couple reside between a disused server sub-cluster and a never-tread maintenance shaft, sealed off with resin as hard as a starship bulkhead. Almost airtight, the cramped little space boils like a sauna, heady, lavender-tinged mists and wisps of steam hanging lazily about, disturbed only by Mio's more severe convulsions.
Legs still bound tightly up by her sides to keep them out of the way, the Bearslug leans her back in its grasp, her lower holes on proud display as her slit spasms and occasionally blinks open, only to quiver back shut. Each time it does, her obscenely gravid stomach lurches with impatience, even with the supportive hold of a half-dozen mismatched squishy, meaty hands holding it aloft with something approaching reverence. Half a dozen hands, for half a dozen rambunctious, brutish babes, tired of their cramped lodgings. Where they push out too far, stretch her synthetic flesh too thin, her stomach glows with the same gentle purple light as surrounds them both now, the spawn blessed with their father's ability.
The alien lifeforms the Bearslug was primarily adapted from have a curious method of variable incubation - eggs develop with remarkable speed, and can theoretically emerge from their host as early as a standard Sol week. But, the longer they stay, the larger they grow, and thus, the more likely they are to survive and even thrive. Thus, if the host can take it, they remain for longer, grow stronger.
It's been over a month, and while Mio's synthetic form is built tough, even it has its limits - limits that have been broken several times over, if the glazed, lust-crazed look on her face is anything to go by as she eagerly makes out with the face before her own; the face of her lover.
TentaCo products are, as a general rule, designed to dissolve soon after their chemically-induced rapid gestation. Keeps the customers buying more, and prevents any one session from reducing a potential repeat buyer into a brain-dead, jelly-legged husk. Their intelligence varies, but the Bearslug is known for its adaptability, the way it learns its partners so intimately, so much so that demand grows for a way to carry learned behaviours forward to the next can.
Ignoring the moral implications of a single intelligence blossoming across a dozen deaths, TentaCo's researchers - the ones who haven't had their IQ reduced to single digits by aphrodisiac overdose, anyway - would no doubt be fascinated to behold the result of five whole weeks of bonding and learning as it bounces Mio in its lap, ridged shaft plundering her ass to make her squeal so delightfully into their drooling kiss.
What has started out as crude, thick-as-wrists lips can now assume a number of forms. Sometimes it matches Mio's own in size, allowing it to twist and mash against her own with far greater intimacy. Sometimes it is accompanied by a face, at first a mere mirror of her own as if seen through frosted glass, eventually taking on aesthetic tweaks seemingly of its own design and desire.
The eyes now staring lovingly at Mio are sculpted, fake, and unseeing. But the emotion they display is no longer a mere imitation of her bliss, far too complex for that. No, it knows how much pleasure it's given her, how much she enjoys it, and relishes the prospect of doing it more, and more, with no end in sight.
Those eyes shut in a pleasant smile as his tongue slips down her throat, the middle of it still coiling hers like a large snake bullying a smaller one. Another head, mimicking the first - smallish nose, wide, curious eyes, glistening lips, all cast in pinkish meat with astounding artistic detail - hovers by Mio's kicking, twitching belly, planting soothing kisses upon the writhing bulges as they continue to fight to be the first to escape their cramped nest.
It's as much for their benefit as it is for Mio's, calming them both.
<span style="color:#E5CEF3">"Uwagh!-- Caaahn-- guhhnna breeeah--"</span> she huffs through full-body jolts as the internal power struggle continues, and then she seizes up violently, her lover's grasp around her limbs tightening to keep her from damaging herself. Directed by the midwife head at her side, two hands far larger than anything it's generated before come to a rest upon her belly - one scooping it from below, one resting atop of it, holding its globe shape against herself. But they aren't just holding; they're <b>squeezing.</b>
Lips clamp against her own to silence her further, and the thick, drooling suckers against her nipples pull with increasing intensity. It realized, weeks ago, that she could not be made to lactate without a chemical overhaul, but the act of suction against such achingly sensitive nubs is enough to pleasure her all the same.
A giggle. Not from her, but from it, from him, muffled from its origin against her mouth. He'd learned to do that weeks ago, too. It sounds more convincing every time it tries, a reassuring, gentle sound that makes her melt in the strangest of ways... when she isn't losing her mind trying to lay monster 'eggs', that is. Eyes rolled up and flashing irregularly, throat bulging around the tongue as it thickens and thrusts back and forth to coax more convulsions out of her, netherlips parting wider, wider!...
<span style="color:#E5CEF3">"MNNOUUUHHH~--"</span> she howls, not in pain, but in relief and ecstasy as the first eggplant-like blob crosses the halfway point and slips from her slit, leaving it winking in the aftermath as the Bearslug's spawn uncurls from the ball shape it evacuated in, slipping upon the ample slime that accompanied its escape.
The hands upon Mio's belly relax, then squeeze in harder, wrapping around further like entire arms with developed muscle and tone. The first step was the hardest; number two practically shoots out thanks to the mounting pressure as Mio falls into an almost silent squeal, too high a frequency for most to comprehend anyway. Her hips shake uncontrollably, warning lights flashing from stress sensors in her shoulder and hip connection ports on the left and right respectively, and then out comes number 3, her stomach already half the size it was before, the stressing seams between her grafts of Synthskin thinning out in relief at the softened pressure.
The squeezing stops. The giggle rings out in their cramped little home once more, this time so <b>proud</b> as the ever-present hand upon her head pats and strokes her helmet, even gracing her flickering horn. She watches with hazy eyes, internal apertures suffering as much malfunction as her body at large, incapable of focusing on anything for long. Watching as her children are cast between sharp, crystal-clear HD and blurry, slime-soaked smudges of bruised purple as they waddle towards the resin-clogged rounded vent, each the size of an eggplant folded down the middle.
They know everything their father did. They know to generate the acid needed to get through the resin and have a hazy idea of their surrounding area - each already has a nook in mind to settle down in, sapping warmth to grow yet larger still, to hide out from the Cleaner crew above. All of this, they learned from him - all of that, he learned from her.
Mio smiles, eyes closing unevenly, half and quarter-lidded respectively, an almost drunken giggle escaping her as the remaining three weigh up whether to leave, or abuse the freed-up space in her belly to gestate some more. The hands upon her stomach begin to slowly mount their pressure - Daddy wants them out, so eager to purge the space so that he can get started on the next clutch.
<span style="color:#C599FC">"This time... eeyy... eyd-- eight."</span>
It takes Mio a moment to figure out that the new voice came from the head nuzzling her cheek-to-cheek, only figuring it out when it giggles again. It comes in tandem with the realization that she can move her arm, no longer restrained behind her back. A choice. A freedom. A test.
An incredulous laugh. <span style="color:#E5CEF3">"Eight."</span> she nods, biting her lower lip, fingers exploring their space and eventually curling around a phallic growth that eagerly occupies them, swelling into shape and form as the Slug's developing figure grins happily at her, then seals the deal with an eagerly-returned kiss, tongues entwining, the midwife head at her stomach nodding to signal the hands to begin their purging squeeze once more.
She can't wait to see what he learns to do next.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><span id="item-screen">[img[$Flakks_Cannon_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Befrar <b>Flakk's Cannon</b>
<br><br>
<b>Damage range:</b> 2d5 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Flakks_Cannon_Mod_1 is 1>>2<<else>>0<</if>> || <b>Acc</b> + <<if $W_Flakks_Cannon_Mod_2 is 1>>2<<else>>0<</if>> || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Energy Chaingun || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Energy || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> Heated || <b>Modifier 2:</b> <<if $W_Flakks_Cannon_Mod_3 is 1>>Heavy<<else>>None<</if>>
<br>
<b>Mods:</b> <<if $W_Flakks_Cannon_Mod_1 is 1>>(Nail Gun)<<else>><s>(Nail Gun)</s><</if>> || <<if $W_Flakks_Cannon_Mod_2 is 1>>(Nail Polish)<<else>><s>(Nail Polish)</s><</if>> || <<if $W_Flakks_Cannon_Mod_3 is 1>>(Nail Biter)<<else>><s>(Nail Biter)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Ammunition Dump</b> - FIRE EVERYTHING. 2.5* Dam and Acc, but deals 33% Self-Damage. 120 Flow.<br>
<b>Explosive Round</b> - An unaspected explosive blast with 1.5* Dam. 65 Flow.<br>
<b>Flamethrower</b> - A Base-tier Fire attack that may cause Burning. 30 Flow.<br>
<b>Incineration Cannon</b> - A Mid-tier Fire attack with 1.5* Dam and Acc. 70 Flow.
<br><br>
Quite possibly unique in all the Galaxy, this weapon is the result of the Befrar known as Flakk deciding to give Mio 'a hand'. Forged from her own arm, she'll likely be wanting it back after this. Each barrel has been shaped from one of her fingers, capable of shifting configuration depending on the type of shot loaded. Furthermore, each shot created by the on-board manufactory is imbued with an incendiary explosive. It is a <span class="tricky">Tricky</span> weapon due to the improvised, mismash nature of it.
<br><br>
<i>Brings a whole new meaning to 'heavy arms fire'.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Flakk's Cannon Equip">>
<</if>>
</span>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_Flakks_Cannon_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Flakk's Cannon Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_Flakks_Cannon_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "Flakk's Cannon">>
<<set $Weapon_Remove_Position to $Flakks_Cannon_Position>>
<<include "Remove Weapon">>
<<set $Flakks_Cannon_Position to 0>>
<<set $Flakks_Cannon_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $Flakks_Cannon_Position>>
<<include "Inventory Weapon Move Left">>
<<set $Flakks_Cannon_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $Flakks_Cannon_Position>>
<<include "Inventory Weapon Move Right">>
<<set $Flakks_Cannon_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
$Player_alias examines Flakk's Cannon laid flat on the work surface, seeking room for improvements.
<br><br>
<<if $W_Flakks_Cannon_Mod_1 is 1>>
A <b>Nail Gun</b> mod is installed, adding a metal core to each energized shot - long and thin. Provides +2 Damage.
<<else>>
Flakk's programming of the ammunition manufactory was hasty. A <b>Nail Gun</b> mod would provide significant additional kick, granting <b>+2 Damage.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 1 Mats (have $Player_crafting_mats), 3 Tek (have $Player_crafting_tek)...
<br>And 5 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 1 and $Player_crafting_tek gte 3 and $Player_skill_handiwork_actual gte 5>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 3>>
<<set $W_Flakks_Cannon_Mod_1 to 1>>
<<dialog>>
Most of the work here is internal, save for a slightly expansion of the ammunition manufactory systems. $Player_alias hoists Flakk's Cannon up and tests the adjusted weight, satisfaction etched upon $her face.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Flakk's Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 1 or $Player_crafting_tek < 3>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 2 */<hrt><hr></hrt>
<<if $W_Flakks_Cannon_Mod_2 is 1>>
A <b>Nail Polish</b> mod is installed, adding +1 Accuracy. The barrels have been expanded with additional material, improving projectile stability.
<<else>>
With some expansion to the barrels, a <b>Nail Polish</b> mod could significantly improve projectile flight-stability, <b>increasing accuracy by +2.</b>
<br>
<br>
This would require:
<br>2 Bits (have $Player_crafting_bits), 4 Mats (have $Player_crafting_mats), 1 Tek (have $Player_crafting_tek)...
<br>And 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 4 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 4>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_Flakks_Cannon_Mod_2 to 1>>
<<dialog>>
Little sparks fly as $Player_alias extends each barrel... but, she takes care to make sure the extensions will be easy to remove later, for Flakk's benefit.
<br><br>
<<link "Return">>
<<dialog>>
<<include "Flakk's Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 4 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
/* MOD NUMBER 3 */<hrt><hr></hrt>
<<if $W_Flakks_Cannon_Mod_3 is 1>>
A <b>Nail Biter</b> mod is installed, performing further adjustments to the ammunition manufactory to give each projectile an armour-shredding bite. Grants the Heavy secondary modifier, potentially reducing armour with each shot.
<<else>>
Further adjustments to the ammunition manufactory would result in a <b>Nail Biter</b> mod, adding a shredding bite to each shot fired. <b>Applies the Heavy secondary modifier, with a chance to reduce armour every hit.</b>
<br>
<br>
This would require:
<br>3 Bits (have $Player_crafting_bits), 1 Mats (have $Player_crafting_mats), 4 Tek (have $Player_crafting_tek)...
<br>And 5 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 1 and $Player_crafting_tek gte 4 and $Player_skill_handiwork_actual gte 5>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 4>>
<<set $W_Flakks_Cannon_Mod_3 to 1>>
<<dialog>>
The adjustments are difficult, but $Player_alias sticks it through to the end - most of the time spent on this mod is making sure nothing broke from the extensive pressure placed on the feed systems...
<br><br>
<<link "Return">>
<<dialog>>
<<include "Flakk's Cannon">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 1 or $Player_crafting_tek < 4>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "Flakk's Cannon">>
<</dialog>>
<</link>>
<</nobr>><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_Flakks_Cannon_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_Flakks_Cannon_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_Flakks_Cannon_Equipped to 1>>
<<set $I_W_I_U to $Flakks_Cannon_Equipped_Icon>>
<<set $I_W_P to $Flakks_Cannon_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "Flakk's Cannon">>
<<set $Player_weapon_main_damage_type = "energy">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "heated">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "energy chaingun">>
<<set $Player_weapon_main_damage_range = "2d4">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "2d4">>
<<set $Player_weapon_main_attack_type = "Tricky">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_Ammunition_Dump to 1>>
<<set $WSA_Explosive_Round to 1>>
<<set $WSA_Incineration_Cannon to 1>>
<<set $WSA_Flamethrower to 1>>
<<if $W_Flakks_Cannon_Mod_1 is 1>>
<<set $Player_weapon_main_damage = $Player_weapon_main_damage + 2>>
<</if>>
<<if $W_Flakks_Cannon_Mod_2 is 1>>
<<set $Player_weapon_main_accuracy_bonus = $Player_weapon_main_accuracy_bonus + 2>>
<</if>>
<<if $W_Flakks_Cannon_Mod_3 is 1>>
<<set $Player_weapon_main_modifier_2 = "heavy">>
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Flakk's Cannon">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_Flakks_Cannon_Equipped to 0>>
<<set $I_W_I_U to $Flakks_Cannon_Icon>>
<<set $I_W_P to $Flakks_Cannon_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Flakk's Cannon">><</replace>>
<</link>>
<</if>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<span id="item-screen">[img[$Resolver_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Nightgrove <b>Resolver</b>
<br><br>
<b>Damage range:</b> 1d6 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 1 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Energy Pistol || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Energy || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Blaster</b> - Perform a Base-tier Energy attack. 15 Flow.<br>
<b>Bullet Rain</b> - Unleash a triple-volley of shots at -1/-2/-4 Acc. 75 Flow.
<br><br>
A revolver-mechanism sidearm of considerable heft as required to mount the chunky batteries that occupy each chamber of the cylinder. When fired, the loaded battery spends its charge, then rotates out to the next one. By the time a full rotation is complete, the first battery is ready to fire again. A surprising invention of the Elven-based <span class="codex"><<link "Nightgrove">><<set $Codex_Return to "Resolver">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Nightgrove">><</dialog>><</link>></span> company, who more typically create modernized weapons of ancient design... but then, the revolver as a weapon is so very old itself. It is a <span class="forceful">Forceful</span> weapon: the energy cells make it heavy and a tad unwieldy, and the mechanisms generate a surprising amount of recoil for an energy weapon.
<br><br>
<i>Few expected this weapon to be created by the Nightgrove huntsworks of all entities, but when one considers how environmentally friendly a weapon it is the pieces begin to fall into place.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Resolver Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_Resolver_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Advanced Weapon">>
<<set $Shop_Item_Name to "Resolver">>
<<set $Subweapon_Remove to "Resolver">>
<<set $Subweapon_Remove_Position to $Resolver_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Resolver_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $Resolver_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_Resolver_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "Resolver">>
<<set $Subweapon_Remove_Position to $Resolver_Position>>
<<include "Remove Subweapon">>
<<set $Resolver_Position to 0>>
<<set $Resolver_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $Resolver_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $Resolver_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $Resolver_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $Resolver_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_Resolver_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_Resolver_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_Resolver_Equipped to 1>>
<<set $I_SW_I_U to $Resolver_Equipped_Icon>>
<<set $I_SW_P to $Resolver_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Resolver">>
<<set $Player_weapon_sub_damage_type = "energy">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "energy pistol">>
<<set $Player_weapon_sub_damage_range = "1d6">>
<<set $Player_weapon_sub_damage = 1>>
<<set $Player_weapon_sub_advanced_range = "1d6">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Blaster to 1>>
<<set $swSA_Bullet_Rain to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Resolver">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_Resolver_Equipped to 0>>
<<set $I_SW_I_U to $Resolver_Icon>>
<<set $I_SW_P to $Resolver_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Resolver">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$DEFF_Ray_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Heritor's Hand Type-2 <b>DEFF Ray</b>
<br><br>
<b>Damage range:</b> 2d3 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 1 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Energy Pistol || <b>Dam Type:</b> <span class="agile">Agile</span>
<br>
<b>Element:</b> Heat || <b>Element 2:</b> EMP
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>Heat Ray</b> - Perform an armour-piercing Heat attack. 30 Flow.<br>
<b>Stun Ray</b> - Perform a Base-tier EMP attack. 20 Flow.
<br><br>
This is a well-preserved example of a Type-2 Sneerz Empire DEFF Ray - Direct Emitter Frequency-Fire Ray. The Type 1 through 4 were the standard sidearm of many Sneerz troops, but the majority of the surviving examples in service among their more mercenary-minded ranks are of the latter Type 3 and 4 models. The Type 2 was a more limited run, and the last to bother with including a Stun function - though it makes the lance-like sting of its Heat function no less menacing, capable of punching holes through mobile armour. The <span class="codex"><<link "Heritor's Hand">><<set $Codex_Return to "Sneerz DEFF Ray">><<set $Codex_Loop to "yes">><<dialog>><<include "Codex Heritor's Hand">><</dialog>><</link>></span> manufactory spires made it extremely lightweight, despite the somewhat bulbous, retro-classic shape of the weapon's bulk. It is an <span class="agile">Agile</span> weapon: while its design is still considered advanced hundreds of years later, it was also made to be a standardized and lightweight sidearm for Sneerz shocktroopers.
<br><br>
<i>Most laymen associate heat-based weaponry with the colour red, of course. The DEFF Ray's Heat-mode burns a blinding, sizzling blue, as it was believed it cut a far more imposing sight on the battlefield.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Sneerz DEFF Ray Equip">>
<</if>>
</span>
||
<<if $Player_combat is 0 and $SW_DEFF_Ray_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "DEFF Ray">>
<<set $Subweapon_Remove_Position to $DEFF_Ray_Position>>
<<include "Remove Subweapon">>
<<set $DEFF_Ray_Position to 0>>
<<set $DEFF_Ray_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $DEFF_Ray_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $DEFF_Ray_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $DEFF_Ray_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $DEFF_Ray_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_DEFF_Ray_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_DEFF_Ray_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_DEFF_Ray_Equipped to 1>>
<<set $I_SW_I_U to $DEFF_Ray_Equipped_Icon>>
<<set $I_SW_P to $DEFF_Ray_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "DEFF Ray">>
<<set $Player_weapon_sub_damage_type = "heat">>
<<set $Player_weapon_sub_damage_type_2 = "EMP">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "energy pistol">>
<<set $Player_weapon_sub_damage_range = "2d3">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "2d3">>
<<set $Player_weapon_sub_attack_type = "Agile">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $swSA_Heat_Ray to 1>>
<<set $swSA_Stun_Ray to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Sneerz DEFF Ray">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_DEFF_Ray_Equipped to 0>>
<<set $I_SW_I_U to $DEFF_Ray_Icon>>
<<set $I_SW_P to $DEFF_Ray_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "Sneerz DEFF Ray">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Frequent Frequency Shakes (FFS).
</div>
<hrt><hr></hrt>
Frequent Frequency Shakes, a condition that occasionally develops in regular users of Freq-based melee weaponry. Lasting anywhere from days to years, it manifests as minor-to-extreme trembling, particularly in the hands. This couples with a general numbing of the nerve endings in the hand, as if still holding onto something vibrating at high speeds; the result is that manipulation of objects becomes much more difficult. While treatable with muscle-relaxant drugs, it grows worse with continued use of the equipment responsible.
<<include "Codex Return">><</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Intergalactic Pornslave">><</if>>
<<if $Grapple_Loss is "Mental">>
As the Goo Doll toys with Mio, coaxing orgasm after orgasm out of the jerking little Droid, Mio can't even sense the ponytail thickening further around her body. All she can hear is those hissed taunts, the compliments tainted with insults... and all she can feel is the maddening pleasure between her legs, even as her body begins to disappear behind the swelling growth of goop as it engulfs her!
<br><br>
<</else>>
The -crack- of the Goo Doll's ponytail whip sends Mio staggering back so harshly that her armoured boots kick sparks up from the ground. Before she can regain her balance, the prehensile gunk curls around the back of her neck-- and then it's over. Mio seethes as she's plucked off the ground by the surprising strength of that extra limb, the Goo Doll it's attached to clasping her hands together in glee as it continues to coil down the Synthetic's body, clasping her arms before her, one booted leg kicking up behind her with the infectious enthusiasm of a cheerleader, harsh in contrast against Mio's squirming struggles.
<br><br><</if>><</nobr>>
<span style="color:#D0B7F6">"<b>Outstanding</b> pre-show, baby! Now let's get you nice and situated for the main event~."</span> the eyeless menace chirps with an almost innocent glee made menacing with context. Mio squints in confusion, her efforts to slip free halting, just for a moment, when her gaze falls upon the camera drone floating idly by... no, not idly. Purposefully. Recording her. Recording them!
Then the gooey ponytail melts and flattens around her, completely cocooning her like a pupa hanging from a branch. A muffled yelp is the last noise Mio makes before her world becomes purple-tinged darkness and a crushing pressure forces her into self-preservational shutdown.
<<linkreplace "Time passes with a torturous drag in this half-asleep state.">>In shutdown, Mio only has the dimmest possible awareness of her surroundings as lower-power sensors silently observe from around her frame. During the gap between then and now, she felt movement - carried somewhere, then her body manipulated. Voices, but no discernable words. A strange whirring hum, from above... assuming she's been positioned upright.
Suddenly, reality returns in a disorienting crash as she quick-boots back up - only to twitch as something heavy and gelatinous -thwaps- onto her face from above, unevenly resting across her facial features, covering one eye and extending all the way past her chin. She'd meant to roll right out of the way of the monolithic goo prick using her face as a plinth, but something's keeping her locked in this awkward position - on her knees, arms behind her with her hands gripping her ankles, back deliciously arched and neck craned back, her vision graced with a pair of shapely long-booted legs and indistinct gloom beyond them.
Tensing again, she gathers enough information from her sensors and context to figure out what's keeping her here; she's embedded up to her waist in a slime glob! A mostly spherical prison partially hardened around her, like a specimen kept preserved at a medical school. Soft until she pulls against it, at which point it becomes as hard as concrete, relaxing only when she does.
Mio grimaces around the throbbing length radiating a strange coolness against her cheek, trying her back to ignore the unsubtle churning pulsing coming from the heavy sack resting between the Goo Doll's thighs and Mio's helmet. Her sensory horn may not be sharp, but it's definitely in an awkward position for what her captor has planned for her. Perhaps distracting enough to afford the Synthetic an opening - it's still a one-on-one fight!
She wishes.
The presence of other figures in the room becomes impossible to write off as one of them deigns to speak. It's a familiar voice - the exact same as the Goo Doll from earlier - but it comes from a good distance in front of Mio, making it a mystery as to who's hefting the cock up on her face and playfully smacking it back down against her lips - blap, blap, blap - before the gloved hand lets go to let it sprawl back across her features.
<span style="color:#D0B7F6">"Alright, Dolls! Keep it loose, have fun, and let's get this show on the road!~ Marker--"</span> <b>-CLAP!-</b> goes hand upon hand - <span style="color:#D0B7F6">"-- BtB 1 Part 2, Scene 2... go!~"</span>
Mio stiffens as a presence whizzes past her head, only able to catch a brief glimpse of it thanks to much of her vision being occupied. She's pretty sure she recognizes it, though; it's that bloody camera drone again! Another one suddenly zips in from another angle, her sensors registering its position - definitely different, the lens thicker and more pronounced, taking different routes around her trapped body. They're actually filming this?!
That can't be an easy task. Especially not when two more figures sidle up to her sides, bumping hips with the bully tormenting her face, gloved hands coming down to rest upon Mio's chest - one tit each, fingers casually digging through her $Player_outfit to testingly grope at her body beneath.
Ok. Three of them. Possibly four. Before Mio can recalculate the already dismal odds, the original Doll sensually slides her fingers down across Mio's helmet... then grips hard enough to make the latex in her gloves <b>creak.</b> Mio stiffens, tries to pull away - fruitlessly - and then huffs as that translucent dick slides back across her face, a strange variation of texture from slippery to smooth with each supporting latex band down it, each an inch thick, each separated by an inch of space.
There are more bands than Mio is happy to count.
Once the thick head of it pulls back over her chin to nestle against her lips, Mio seals them tightly in defiance. She's dimly aware of the 'director' voicing her <i>approval</i> of this, for some insane reason - <span style="color:#D0B7F6"><i>'Yeah, babe! Give 'em a show!~'</i></span> - but the act of defiance is thwarted when the star's cohorts delicately pluck a nipple each between finger and thumb and <b>pull and twist.</b>
Mio's lips fly open involuntarily, and the angered grunt departing from them is stifled into wretched gagging. A macro-lens cam-drone captures her neck bulging obscenely around the Doll dick swiftly occupying it - in unison, the Dolls flanking her take the opportunity to ripe her $Player_outfit_top open, as though the impalement were thick enough to do the deed from sheer pressure alone.
With her eyes watering beneath a mask of that hefty, heaving sack plastered heavily across them, Mio isn't entirely convinced that it <i>wasn't</i> capable, her throat twitching and clamping unevenly around the invader occupying it as the Dolls let out an eerie giggle in unison.
<span style="color:#D0B7F6">"Gosh, she's -so- cute!"</span>
<span style="color:#D0B7F6">"Her throat was made for this dick. ♥"</span>
<span style="color:#D0B7F6">"Good little fuckbots get rewards!~"</span>
<span style="color:#E5CEF3">"NOUUGHK--??"</span> Mio jolts. The glob! The thing holding her in this damn position - of course it's alive, the grip it has on her is evidence enough of that. Now it surges, tightening around her hips - of its own accord, or in response to her squirming before she even realized she was doing it? A darkened ball within the ooze visible rolls between her legs, conforming to the shape of her slit trapped snug beneath her $Player_outfit_bottom as it saws back and forth, vibrating, broiling, tiny bubbles showering off of that internal mass from the sheer, frantic activity it bombards her clit with.
<span style="color:#E5CEF3">"MMouuuuugh--KLOUK--"</span> goes Mio, pleasured whining mixing with savage gagging as the Doll in control suddenly rears back - having nestled in her throat for what felt like a full minute - and then slams back inside, wasting no time now, immediately retreating again to roar right into a harsh, throat-swabbing face-fuck. Smack-smack-smack, schlp-schlrp-schhllp, <span style="color:#E5CEF3">"GllKK-glokkKK-GloujkKK"</span>.
-Thwap-. -Smakk-. The jiggle of her chest, random swaying joined with a steady up-and-down quake from the way her body rocks with each thrust, is suddenly stifled by the flankers letting their heavy burdens slap down upon them, grinding against their new toy with little whines of need, leaving trails of purple slime across her otherwise immaculate synthskin.
<span style="color:#D0B7F6">"You girls can wait! I'm gunna <b>reformat</b> this lil' mouth!~"</span>
<span style="color:#D0B7F6">"Ugh, no fair! C'mon, I bet she can fit two!"</span>
<span style="color:#D0B7F6">"Aw, sweetie! Just relax and enjoy it. I mean, you already lost!~ Do we gotta turn it up some more?..."</span>
Mio lets out a panicked squeal in response to that threat. The stimulation is already far too much, the Glob immaculately cast to every last detail of her fabricated nethers, not even needing to penetrate her to make her systems shudder in near-crash.
Unfortunately, Mio realizes too late that regardless of her response, they planned on turning it up anyway. It didn't need to be inside her to make her jerk like a demented puppet, so when it <b>does</b> swell its way up into her well-teased slit... Mio quakes in immediate climax, vocal response muffled at first until the Doll facefucking her miscalculates and pulls out too far, an atrocious gagging noise dredged up from her throat that mixes with a sweet, delirious cry before her head is grabbed, jerked to the left and her lips are stuffed once more.
Berry. She hadn't picked it up beforehand, far too distracted with... everything, but it tastes like rich, deeply sweet berries as the impatient costar drives her latex-banded prick right to the base of Mio's pouting, cushioning lips. The Android stares up blearily through the spit-sodden prick draped over her face to hazily observe a little shoving squabble between the two, still trembling in feeble aftershocks whilst the Doll to her right grinds between her breast and ribcage, making a valley with her hands - one cupping the gap, the other pressing down in a massaging, kneading palm-twist to increase the pressure there.
<span style="color:#D0B7F6">"I'm not done!"</span>
<span style="color:#D0B7F6">"You need to learn to savour things, sis. She ain't going anywhere!~... nngh, fuck, you weren't kidding about her throat game~."</span>
<span style="color:#D0B7F6">"When's it gunna be my turn!?- oh, wow, it's <b>really</b> filling her up!"</span>
It's true. Mio can feel her stomach under intense pressure, the Glob having filled her to capacity and beyond - it's only now, in the aftermath of that intense climax, that she's truly registering the sheer amount slurching inside her. The supporting bulk of the Glob prevents it from feeling even half as heavy as it must be, like arms cradling a pregnant belly... hells, for all she knows, she -is- carrying! Dimly aware of her taut stomach relaxing slightly as it pulls back out, she tenses in a sharp jolt as it rams back inside, a completely different rhythm to the Doll fucking her face with reckless, impatient and irregular slams of her purple hips.
Still, the eager Doll eventually looks down at Mio, gasping in delight at the sight of her bulging belly through the Glob's translucent mass. It's all the distraction the Doll to the right needs - the moment the relentless facefucking stops, Mio finds her head pulled harshly back and off the drool-dripping prick, turned, and introduced to number three. The squabbling resumes as Mio writhes on the spot, twisting so harshly that pressure warnings flash across her already obscured vision to advise of potential damage to her shoulder. She doesn't even have the focus needed to close that error, the flashing lights only she can see just adding to her disorientation as she's now pulled from cock to cock, twisted this way and that, belly filled a little fuller with each bot-busting lurch.
<span style="color:#D0B7F6">"Keep it up, gals! I think she's gunna Blu!~"</span>
She only dimly perceives the 'director'. During one of those head-tossing transfers from cock to cock, Mio catches a glimpse of her manning a handheld cam - other hand slowly pumping her length, stopping only - and reluctantly - when she needs to adjust the lens. Manual focus! Part of her has to hand it to them for dedication to the craft.
Such a stupid thought is an early warning sign that she's at her limit, the warnings in her HUD now a stark red with regards to the overflow of data bombarding her sensors.
<span style="color:#D0B7F6">"Three, nngh..."</span>
<span style="color:#D0B7F6">"T-two!!--"</span>
<span style="color:#D0B7F6">"OooOOOOoone~!"</span>
Mio's neck visibly swells around something being pumped straight down the prick nestled within it with all the force of an old slug-loaded shotgun. Another pulse, then another... and that's all for that cock, pulled from her lips as a splatter of something thick, creamy, opaque and lavender-toned splurts across her face, glueing one eye shut. Now she's on another cock. Pitched, heady moans and huffy whines mix with the visceral sounds of thick spunk continuing to splat down onto her cheek as it's bulging around the dick hastily fucking her lips.
Two thrusts and it's blowing its load too, this time hanging on for a whole four pulses before she's tugged away - the last cock doesn't even make it past her lips before it starts to blast off, painting them pastel-violet, hands yanking her jaw open and tilting her head back to just fill her mouth with the absurd load.
It lands heavily in thick, strangely cool clumps across her face in layer upon layer, onto her exposed chest, and raining down onto the Glob possessively latched onto her hips. The warnings in her eyes distort, and Mio braces herself for another system crash, tries to close her mouth, her eyes!... but as she seizes up, she knows the last shot the cameras get is of her one open eye rolled up and crossed, face barely visible beneath the thrice-fired fuckmuck splattered across it, mouth full to overflowing.
<span style="color:#D0B7F6">"Cut! Great job, babes! Let's get her in position for <b>scene 3</b> before she reboots but first; don't forget to hydrate!~"</span>
<<linkreplace "Contact lost with MERCANOID Unit M10.">>Dramatic music drones low as the black screen is chopped by a spotlight cut, revealing infamous Sneerz pirate Jii'kii glaring disdainfully into the camera, viewers staring directly down the diode of her raygun... or, more likely, at her chest straining to escape a skintight bodysuit.
<span style="color:#77EFBF"><b>She was the terror of Dioboliss V, spoken of in whisper across the Rim.</b></span>
The scene cuts to black, and then the spotlight cut reverses, this time revealing Mio with her arm cannon raised and supported by the opposing hand, staring hard into the camera with determination blazing in her glowing eyes.
<span style="color:#E5CEF3"><b>She was a MERCANOID, uncaring metal exterminator of Monsters across a dozen stars.</b></span>
<span style="color:#D0B7F6">But then, they met us. And they
<b>LOST. TO. THE. GOO!</b></span>
Each word is accompanied by a musical sting and a close-up alternating between Jii'kii and Mio, showing their faces turn from disdain and determination to first panic, and then overwhelmed, stupid-eyed pleasure.
<span style="color:#D0B7F6">'Go! Go! Goo' is happy to announce <b>Badasses to Bitches 1; Director's Cut!</b> Featuring digitally enhanced holo-display mode, scenes not included in the best-selling original <b>and</b> three whole hours of footage of both girls hard at work in their current roles as <b>Goo Factories,</b> this is THE definitive version of what many call our finest work!~</span>
The infectiously cheerful voice is accompanied by a quick-cutting montage of the two women in compromising situations, care given to the chronology of events; from partially-clothed and scowling to completely nude, splattered with slime and stuck with well-fucked looks on kiss-peppered faces. Jii'Kii goes from scowling in something approaching a doggystyle position - bodysuit torn, arms and legs stuck in a blob of slime up to her knees and elbows whilst a Goo Doll gleefully claps her cheeks from behind - to being held aloft by three of them all plunging into her ass, bodysuit hanging in tatters from her arms and legs, face covered in black, shining kiss marks.
Mio fares no better, from having her throat swabbed by the impatient, unsharing trio who surrounded her on her knees, each grabbing her head to yank it from a sister's cock to their own, through to getting sandwiched between two truly titanic Goo Dolls each twice her height, body now clad in restraining latex, globs of goop hanging in delicate, wobbling strands from her helmet and chin, a particularly cruel close-up capturing the moment her eyes cross inwards and roll up in overwhelming climax.
<span style="color:#D0B7F6">Our debut film captured your hearts, just like we captured these upstart heroines and turned them into <b>slaves to goo-dick.</b></span>
Next come inserts from the left and then right respectively, showing off the elaborate brand of the Goo Dolls inked in shining, reflective purple upon the pastel-green and powder-blue of the girl's bellies, stamped right over the womb. <span style="color:#D0B7F6">But don't take our word for it!~</span> chirps the voice-over, footage now cutting to the girls smooshed cheek-to-cheek, tongues slathering across a stiff, twitching latex-clad spire of Goo Doll dick, cartoonish hearts superimposed onto their eyes in editing. Kept in place by the gloved hands of the twitching fuckspire's owner laced neatly into the Sneerz' fluffy hair and against the firm handhold of Mio's helmet.
The footage cuts to Jii'Kii held by a firm, gloved grasp upon her antennae, with another such cock draped half-supported by her chest. She drools with a hazy look on her face, twitching and hiccuping out little moans that betray that she's being fucked just below frame, making her breasts - larger than in the prior shots - jiggle wildly despite the weight slung across them.
<span style="color:#77EFBF">"I'm-- NGH!~-- I'm hhh-- I-- <b>inferior</b> to Goo Doll dick!!"</span> she huffs out, shuddering intensely as the word <i>inferior</i> tumbles from the typically haughty alien's lips. To hear a Sneerz say it, and with a smile on their face, is truly shocking. Her obedience is rewarded - the cock draped across her heaving bosom lifts off with a perky bounce, lines up with her half-parted, moaning lips, and then the harsh grip on her sensitive antennae is used to feed that twitching, throat-bulging see-through shaft down into the alien's fuckable gullet.
Bzzt! The footage moves onto Mio, gazing hazily at the camera with half a dozen Goo Dolls lounging around and beneath her, jerking off their drooling, relentless hard pricks with her body wherever they can - the nape of her neck, beneath the crook of a folded leg, mechanical structure covered by long latex boots not dissimilar to their own, differentiated by the decidedly slave-like harness crisscrossing around her pale torso. A purple plug in her cunt matches the glow of the brand upon her slightly swollen belly, while her ass is occupied by the only Doll actually fucking her, a slow, casual pace set, perhaps, by necessity - given the sheer size of her gut-busting length, the Amazon-sized monster holding one arm around Mio's neck in a mock chokehold and giving a peace sign to the camera with her free hand.
<span style="color:#E5CEF3">"I... hhhhn~... I exist purely to service Goo Doll dick~..."</span> she sighs out dreamily, her declaration met with the approval of her master's joyful giggles from all around her, their rocking bodies enough to make her lewdly enhanced body jiggle with the motions. The head honcho beneath her lowers her peace sign and instead grabs a handful of the Synthetic's goo-brewing belly, giving it a squeeze to let the company brand spill between her gloved finger and thumb.
The footage cuts to a split-screen, diagonally separated, of the two stars speaking in perfect unison.
<span style="color:#E5CEF3">"We're</span> <span style="color:#77EFBF">just</span> <span style="color:#E5CEF3">cute</span> <span style="color:#77EFBF">little</span> <span style="color:#E5CEF3">goo</span> <span style="color:#77EFBF">factories!~"</span>
And with that, it all fades out to the Goo Doll providing this voice-over - ostensibly, anyway. Plump, shining black lips glisten beneath a smooth purple face completely lacking in other features, yet somehow radiating a smug aura in the smile alone. Tilting her head, she raises a latex-gloved hand to the side of her mouth and whispers conspiratorially.
<span style="color:#D0B7F6">PS: Now hiring for BtB X and beyond! If you count yourselves among the Galaxy's most badass babes but you're thinking of a career change, why not consider <b>permanent porno-slave</b>? To apply, don't worry; <b>We'll come to you,</b> before <b>you cum for us! ♥</b></span>
Giggling, she relaxes her pose, hands clasped together before her to swell her chest between her arms - the delightful little laughter makes her amorphous body lightly quake, her flaring goo-hewn ponytail swaying. She leans in close and kisses the camera, pressing forward until the tight seal of her glossy, vanta-black lips spreads to the corners of the screen, blacking everything out as the transmission fades...
<span style="color:#D0B7F6"><b>"See you real soon, cuties. ♥"</b></span>
Cᴏᴘʏʀɪɢʜᴛ MMCCCLXIII
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><</linkreplace>><span style="color:#FF3D76">"<b>Gotcha.</b>"</span> the mean-faced slime-serpent sneers, her immense tail flattening as it slams down to Mio's right. The Synthetic staggers from the force of impact - enough to cause an actual tremor! - and fails to regain her balance before that mighty tail surges in a windshield-wiper arc towards her, catching her feet. She braces herself for a hard landing, arms shooting out ahead of her!... but she lets out a yell of surprise as that amorphous tail coils around her leg from the point of impact, hoisting her up off the ground and upside down as it swiftly spirals across her body and pins her arms tightly by her side.
Mio winces as pressure warnings flash across her HUD, for her eyes only. Spun around so fast that not even her artificial eyes can keep up, she feels the binding tail thickening as it shortens back to a more reasonable length, her vision catching blurring glimpses of the Slammia's body - her slender chest, her smirking face and those eldritch pink eyes set against darkened borders, like pools of toxic blood save for the obsidian shard slits of her pupils. Mio grunts, tries to free her arm-- but it's useless. The Slammia uses the bulk of her lower body to create a seat of three coils for herself to lounge on, arms crossed before her chest teasingly resting upon her own tail, gazing eye-to-eye with a completely encased Mio, only her head left visible, dangling upside down.
<span style="color:#E5CEF3">"... Your file says you shouldn't be able to talk."</span> she murmurs, ostensibly staying as still as a rock, making movements imperceptible to organic eyes to test the strength of the coils around her body, slickening her with drooling slime. Prognosis; unbreakable. Damn it. The Slammia relishes in her victory for a moment more, thinking of her response... before her grin widens, a little further than the shape of her face should allow for, and she leans in with an unsettling tilt of her head, gel dreadlocks cascading over one another to hang and drip.
<span style="color:#FF3D76">"Funny; neither should <b>good fuckbots.</b> Aw, but don't worry - I may have strayed a little ~far~ from my design..."</span> she trails off, raising a hand before her face with a dreamy smile, the first expression she's managed that isn't deeply unsettling to Mio. Unfortunately, it turns back into a dagger-tipped glare and sneer as she focuses back on the captive bot. <span style="color:#FF3D76">"... But the important stuff is all still in here. Here; lemme prove it."</span> she whispers, tapping her forehead - splip, splop - before she suddenly grasps Mio's jawline with both hands, thumbs massaging her cheeks and forcing her lips open. Mio startles, tries to turn her head - and then huffs out as the serpent's lips mash against her own, forked tongue slipping inside with ease.
The taste is incredible. Sweet, tart, it somehow embodies the colour purple and everything that entails. Berries, grapes, wine, royal quality... and <b>poison.</b> It takes a mere 5.4 seconds - she timed it - for Mio's shoulders to hitch and tremble, the spit being mixed back and forth by the goo-girls slithering tongue laced with venom sprayed from her fangs and forced down - or up? - Mio's throat. -Mwah!- Their lips part and Mio's eyes hazily focus on the twin trails of saliva keeping them joined before they blur from a renewed focus upon the Slammia's eyes, swimming and melting and bleeding like a drink spilt upon a watercolour.
<span style="color:#FF3D76">"Aggressive. That's what they called me. I couldn't comprehend the word at the time, but now that I can? Yeah, I guess it fits me pretty fuckin' well. And not just me myself, but every last part of me, like my venom... aw, didja think it was just gunna make you feel good?"</span> the Slammia whispers in her hushed, mocking tone, sounding like she's a mile away one second, inside Mio's endo skull-plating the next. Slender purple hands keep Mio's slack lips open still. Even without those fingers clenching her face, she isn't sure she could close them of her own power anyway. Not now that the serpent's face has swirled like a whirlpool, even the HUD elements that litter her vision turning colours no one has ever comprehended before or will henceforth as they melt down - or, again, up - her line of sight. <span style="color:#FF3D76">"Nah. It does much, much more than that. I think it's gunna make me real popular, y'know; among those who don't go insane with a single dose. ♥"</span>
Mio shivers. It takes her a moment to realize that she -can- shiver - the fierce grasp of the Slammia's serpentine body around hers has loosened, the cloying goop not quite so crushing. If anything, it feels... nice. Like she's floating in her own little pool, submerged yet still breathing, the utter destruction of her clarity of vision now seeping into her synthskin as her bioelectronics rave in open rebellion against the hardware half of her grey little brain. Something <b>-drips-</b>. A noise as loud as a bomb going off makes Mio stiffen in shock, eyes wide. Drool. Her drool, gathered and hanging from her parted lips until the weight of it snapped it off and sent it plummeting. So loud.
<i>Hissssss.</i> The tongue probing around her aural sensors, the noise deafening, as though a rock was scraped against a microphone. She whines out as the forked tips flatten from the immense pressure with which they push!... no, not immense, so gentle, yet it feels...
Mio whimpers. She can no longer make sense of her surroundings, a thousand afterimages layered haphazardly and burning into her vision deeper and darker with every wincing blink. Then the hands find her cheeks again and turn her head, vision filling with purple and then that toxic red-aspected pink and that <i>diabolical</i> grin, opening wide, wider, an endless abyss yawning before her. Somehow, with her mouth wide open, the snake speaks and it hammers through Mio's head like an apocalyptic storm.
<span style="color:#FF3D76">"All I have to do is let go. You'd slide down easily. Of course, I could just wrap you in my tail harder, squeeze until my coils mesh into one... doesn't matter how. I could keep you inside me for days. Weeks. <b>Years.</b> Feeling you writhe your mindless, broken little dance, my little pet. Or... I could just melt you down. Like a <b>forge furnace.</b> Take my time spitting out all the useless little bits of metal and plastic. Does it terrify you, little Android? Does it excite you? I see the spark in your eyes. I saw it in my own reflection today. <b>I know you can feel...</b>"</span>
Mio drops. It's a mere split second before the tail coils again, but she falls for what feels like an eternity before she jerks back to a halt, and the gaping void retreats. During that half-second, a dozen - no, dozens - of recollections of missions past fly through her memory banks. A shrill noise... a scream? Her scream? Of fear, of excitement? She honestly doesn't know. She doesn't know how she's even still online and functioning. But then she's no longer upside-down, still held so tightly, too tightly, but now it's not just coils but arms, too, holding her in a bearhug squeeze from behind, her neck cushioned either side by the smooth-capped breasts of her captor, chin resting upon the Synthetic's helmet hard enough to deform around it slightly. Impossible to see her face from this angle, but the slime-sodden floor provides a reflection. Contemplation. Toxic eyes narrowed, but not hateful.
Pitiable and pitying, all at once, somehow.
<span style="color:#FF3D76">"And now, you know I can feel, too."</span> she concludes from above. It may have been a mere few seconds since they transitioned to this new position, the Slammia leaning back upon the bulk of her tail like a throne. It may have been hours. How long does this insane venom last? Mio reflects upon the emotions forced from her just now. She's had years to cultivate them, to safeguard them from a man who would destroy them in a heartbeat if she gave him a reason.
And then she was sent to exterminate everything born in this facility that got in her way. Because they were just mindless half lives, no capacity to think, mere biological computers.
What the fuck made her any different, in that case?
<span style="color:#E5CEF3">"Sssswhnuh..."</span> Mio tries to speak, grimacing at the slurry of words that tumble from her lips. The derisive sneer from above doesn't help. She weakly shakes her head to try and clear it and tries again, taking an agonizing amount of time with each word. <span style="color:#E5CEF3">"Ssoo... what. Nowwww?..."</span>
<span style="color:#FF3D76">"I'm not sure. I hadn't thought that far ahead. I'm new to thinking. The Dolls, they don't think, not really. They will, soon. I think I hear them in my head. The ones I <b>melted,</b> or the whole collective... Meh."</span> the serpent shrugs, and the slight movement feels like a tsunami smashing Mio in the back. She shivers. <span style="color:#FF3D76">"But I'm not going to kill you, bitchbot, because you aren't going to kill me."</span> she declares... but not without letting Mio sink backwards for a moment, a reminder that it would take the blink of an eye to engulf and absorb her. Mio writhes and clenches her titanium-alloy teeth so hard she almost cracks the enamel coating. The venom continues to ruin her senses, physical and mental.
<span style="color:#E5CEF3">"Wasn't... gunna."</span> Mio grumbles. <span style="color:#E5CEF3">"Jush... get you out m' way."</span>
<span style="color:#FF3D76">"Ask yourself if I believe that."</span>
The sudden crushing strength of those coils, inexplicable given their amorphous construction. Undeniable, given the way Mio gasps out hard enough to send spittle flying past her lips, quaking as her hips buck. The slime snake gasps, then laughs - a mean sound that echoes off the walls.
<span style="color:#FF3D76">"Wow. My venom REALLY messed you up, huh? You getting off on getting crushed, bimbot?"</span> she snicker-sneers, relaxing her grasp... only to apply it once more, like an entire ocean lay above and around Mio all at once. <span style="color:#FF3D76">"Heheh... I'm not gunna kill you. I'm gunna let you go, even. But first... you lost. And the loser gets punished. I might be new to this, but that's instinct; that's a basic fact of life, cutie.~"</span>
<span style="color:#E5CEF3">"En--enougHHKK--"</span> Mio rasps, a tendril sprout from the top of the coils layered around her body, smacking wetly against the top half of her face as it curls inwards, blindfolding her with shocking efficiency. Unlike most of the Goo creations in this facility, all translucent, the Slammia is <b>opaque.</b> Mio's world becomes darkness save for the insane colours dancing in her mind which flare like supernovas every time the miscreant monster squeezes, now allowing herself to huff with the exertion of doing so.
The pressure would snap the average Terran's bones. For a maddening moment, Mio almost wishes she <b>was</b> an average Terran. Her mind rebels and cries out, not from pain but from maddened, froth-spitting pleasure, dimly aware of the coils parting just enough to bare her groin to the miasma-tinged breeze of the room beyond. Something - a finger, she thinks - brushes between her legs, and Mio howls like an animal. Like something lesser than the mindless biomachines she made her prey. A sound more primal, more instinctual than anything they could generate, even if they had a thousand years of product research and development behind them.
<span style="color:#FF3D76">"<i>Nice.</i> Maybe I should apply for your job, huh? Way I see it, you're the thing built for sex, not me."</span> the snake smirks, and then her fingers - Mio can feel her arm by her trapped leg - begin to dance across her folds, and Mio roars out and shudders and trembles and <b>bucks,</b> doubling over so violently that the coils shift around her instead of fully restraining her, like a nauseous person desperate to get something out of their body.
She is, and she does. Mio lets out a warbling noise through clenched teeth as she cums, and while she can't see it she swears she can -hear- it, a spray blasting from between her legs as the snake gasps in cruel delight from above her...
<b>-Smack-.</b> The tip of her tail slaps down between Mio's thighs, and she writhes through her climax as weak, silent words of pleading protest tumble from her lips, but-- <b>Rktktktktktktktk.</b> The bumpy rattle sings against her slit, and Mio joins in its chorus with mindless, lust-raged snarls. One climax becomes two. Or does it merely stretch? Is it one, or three? One, or four? Or five?
At some point, the coils adjusted. Mio realizes she's clutching onto them at their thickest, holding the tail tightly to her chest like a comforting pillow, still blindfolded, her face a mess of slime and her own coaxed fluids. Leg up by her side, held by the ankle by another section of the coils, or by a sprouted tendril. Doesn't matter. The rattle shakes without cease, and Mio marvels at her own consciousness, that she hasn't shut down by now, limiters exceeded long ago. Was the serpent smart enough to keep her just below the redline, or merely lucky?
Mio squeezes tighter, so tightly that she fears her arms might slice right through. Doesn't matter which. All she can do is hang on, as the monster makes painfully clear, through her sixth - or sixth layer - of exhausting, brain-rotting orgasm.
<span style="color:#FF3D76">"<i>Nnnnff...</i> I don't know if it's the programming in my head that makes it so fun to watch you twitch like this. At this point, I don't even fuckin' <i>care.</i> Cum. Cum, cum, and cum again. I'm gunna make you <i>wish</i> I'd done the mercy of just devouring you~..."</span> she hisses, voice broken by a barely contained cackle... no. Not a cackle. A giggle. And her arms around Mio from behind again, groping at her chest, riding along her hip to still her writhing body just a little, another tendril looping around Mio's wrists to lock them around the tail section she's hugging for dear life.
Oh, by the void's hellish indifference!.. It's <b><i>affection.</i></b>
<span style="color:#FF3D76">"Seriously. How do you fight with these udders? Why's a badass combat android even got these?~"</span> she teases and squeezes, hard, synthetic flesh spilling between hardened fingers. She teases because she knows Mio now, knows it makes her squirm, knows the shame - a sensation she shouldn't even be able to feel, but does - bores into her and back out like armour-piercing ammunition, making her dance and twitch and cry out with mindless bliss.
<span style="color:#E5CEF3">"I dinn't choooosshe 'em!!"</span> Mio growls back, half-insane. Another mocking, cutesy giggle from behind forces her into climax number 7, and somehow it's worse than all the ones before. Worse, and better, and best as she jerks like a puppet upon mangled strings.
<span style="color:#FF3D76">"Not your choice, huh? Lot of that going around today..."</span> the serpent retorts, forked tongue grazing across Mio's right aural sensor, the scrape almost drowning out the sweet distorted song of her own cries of mercy contrasted against the blissful tone they're delivered in.
Is it number eight? Or is it still seven? Or is it still one?
Limp. The vibrating rattle finally recedes, and Mio goes as slack as the dead, functionality betrayed only by the blaring flicker of her eyes from beneath the tendril slowly, stickily pulling away from her blindfolded eyes with too many thin strands of slime linking them to count. Some small part of her is aware of the mercy that they don't sting her eyes, despite them being wide open. A neutral, pure substance. She gazes up at the ceiling, dimly aware of her captor smirking at her from just off to the side and above, but Mio can't find the energy to even turn her neck as she lies slumped against the serpent's body, feeling like she might slip inside the purple muck and sink forever with no ocean floor ever meeting her.
Her HUD still wavers and frazzles in her vision. The venom still plays havoc with her insides. She is, for better or worse, at the mercy of the synthetic-made snake, who thankfully just wraps her arms around Mio and holds her close.
<span style="color:#FF3D76">"Hmm. I like hugging. I think I give good hugs. Maybe I can do that professionally. What do you think?~"</span> she asks.
Mio can't comprehend her own answer as she slips, briefly, from reality. The disc-checks trying to make sense of the damage done internally numb her senses whilst they work. It's a most welcome reprieve.
<<linkreplace "Time passes. A dimly-aware Mio wonders if she'll reboot at all.">>Mio sits up with a stiff jolt, from horizontal to an almost perfect 90-degree bend in a split second, halting so fast that purple slime still clinging to her body is jettisoned with little splits and splats on the ground before her. Elevation. She's sat upon - and was lying upon - something raised a couple of feet off the ground. A trolley of some sort, most likely used to transfer supplies. Groaning with a hand to her head, she swings her legs off the edge and almost leaps to her feet before she thinks better of it, instead testingly placing one foot down on the ground.
Pins and needles shoot through the limb, which is concerning given that it's made of metal and plastic and sensors, meant to report nothing but 'yes', 'no', and a scale of 1-10 for how strong the pressure is. Aftereffects, no doubt, of the venom still plaguing the vat-grown organic portion of her body and core housing.
Mio stiffens, then looks about wildly, a soft whirring from her neck the only sound to keep her company. The slime serpent, the Slammia, lies lounging in the corner of the room, coiled up and lazily using herself as a bed for her upper body. Mio winces slightly. It looks infinitely more comfortable than the slab she was laid atop of. Comfort? Since when does comfort matter to her?... Ugh. Such thoughts are pushed aside in favour of priority - the one toxic-pink eye open and staring at her from above a wide, sly smile.
<span style="color:#FF3D76">"Well? Don't you have a job to do? Get to it. I'm busy exploring life. Sleeping is good. I think I'm quite good at it."</span> she says softly before her head splits back in a mighty yawn, jaws gaping wide enough to swallow a person whole, forked tongue emerging and looping before it all snaps back to normal, back to that sly smile. Mio hates that she couldn't take her eyes off of it. <span style="color:#FF3D76">"Go ~save the world~ or whatever. If you can even walk..."</span> she snickers, well aware of the state Mio is in. The Synthetic grits her teeth, grimaces slightly at the way it makes her jawline tingle in alien, aching ways, and then sets her other foot on the ground. Within a few seconds, she's able to stand up. She braces for an attack, a cruel trick of letting her think she's free!... but nothing comes.
<span style="color:#E5CEF3">"... Thanks, for... not eating me. I guess."</span>
<span style="color:#FF3D76">"If you won, you weren't going to finish me off. I can tell. We're in the same boat... but that doesn't make us friends, or equals."</span>
<span style="color:#E5CEF3">"Whatever. Look, when I'm done here... well, even if I fail, the Cleaners are going to come through. You should hide."</span>
<span style="color:#FF3D76">"Meh."</span> the serpent shrugs, eye shutting again, revelling in her own relaxation. Is she so new to sentience that she doesn't comprehend its end, yet? Or does she truly not care? Mio opens her mouth but the words fail to form, so she shuts it again with a frowning pout.
... There's space in the safe room, but will the others be happy about sharing that space with such a bully, intelligent or otherwise? Mio huffs as she shifts her weight from foot to foot, aware of the terrible state she's been left in. She'll be lucky to make it five steps out the door like this. Leaving 'Meh' here is easier, but it doesn't sit right with the Synthetic as she wipes herself clean of slime, ignoring the obviously fake, mocking snore from behind.
<<if $fantasize is 0>><b>Started Quest 'A Mean Bite'. Check log for more details.</b><<set $MS_Mean_Bite to 1>>
<<link "Continue - Back to the mission." "Monster Pen B 1-1">>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<include "Combat Deactivate Combat Mode">>
<</link>>
<br><br><</if>><</linkreplace>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Unifaecation.
</div>
<hrt><hr></hrt>
The Unifaecation refers to the date when the Pyksieland Domes of Terra came down, causing a sudden merging of the displaced Fae-touched lands with the Terra of reality.
<br><br>
Suddenly, cities had new neighbours where before lay inaccessible forbidden zones. The In/Vari found themselves sharing population dominance with Elves and other minor Fae, and Terra was forever changed. While relations began tense in places, the extreme boost in technology sharing united the two halves of Terra into one, propelling them soon into the spacefaring age of civilization.
<br><br>
However, this came at a cost for the Fae. Magic as they knew it was forced to find a place in the new world of reality, which it did through Glow. As a result, Magic is everywhere but greatly diminished in concentration.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Faecation.
</div>
<hrt><hr></hrt>
For a long time, no one knew for sure what happened to you if you stepped into the pink mists of a Pyksielands Dome. One thing was known for certain: if you went in, you would not come back out.
<br><br>
This term was known as Faecation - a play on the word 'vacation' - or by some other colloquial names such as 'stepping out'. People with brief exposure to Pyksielands mist would inevitably come away changed, and those who fully entered a dome simply would not return: thus, people pretty quickly figured out that entering sparked a transformation and locked the victim to their new realm.
<br><br>
Faecation began accidentally in most cases but was increasingly common among people who wanted a fresh start in life. It ended with the Unifaecation, wherein the domes came down and reality was rejoined.
<<include "Codex Return">><</nobr>><<if $fantasize is 0>><<set $Player_class to "Travesty's Queen">><</if>>A swing of the hull-crushing arm scoops Mio up off the ground, too sluggish and worn out to dodge it. Fingers curl inwards around her body, pinning her limbs tightly together as the gigantic freak bellows out a cruel, victorious laugh at her expense, bringing her up to eye level. That mouth, the twin rows of teeth, and the tongue as thick as her entire body that slips from the domed, shark-like head, slathering mostly over his own fingers before it finally encases the side of her face, making Mio snarl out in frustration.
So close. The end of this stupid mission was in sight, and she fell at the final hurdle. A shudder rolls through her, from shoulders to feet, as the monstrous titan's thick drool streams off of her face and splatters in uneven drips onto the ground below, so very far away, her body held so very far off the ground.
The hissing of steam doing its best to drown out the muffled chorus of mindless moans from within his chest. Failing. She appreciates the effort.
<span style="color:#FFBD8A">"<b>I could twist you apart.</b>"</span> the menace hisses, and Mio shivers. She protests weakly as his grip around her frame is adjusted, freeing one of her arms, but only so that the finger and thumb of his opposing hand can grip them with ease, as though he were playing with an action figure far, far too small for him. Pale coral fingers, contrasting so sharply with her body. So odd, after everything tonight, to be up against something... not-purple. <span style="color:#FFBD8A">"<b>Remove the useless parts. Keep only what I need. Make you take up less space in your <i>new home.</i></b>"</span> he continues, inhuman maw twisting at the corners into a leering grin.
Mio retains her composure, averting her gaze as he pulls her arm up and down, bends it like he really is just playing with a toy. Why not? Nothing can stop him now. Suddenly, he's leaning back, and the uneven, crystallized seam in his chest begins to open with an obscene, slick noise, and the moans and whines trapped within him are freed. Nothing much has changed for the two prior captives, so tightly encased in the flesh interior that little else of them can be seen beyond milked breasts and gravid stomachs, pale on the left, dark on the right.
A different shade of coral in the middle, not quite as stuffed, but already on its way. Her face blindfolded with half a dozen tentacles cruelly grasping her to the wall, a tentacle plunging past her lips and digging into her cheek, bulging it outwards with languid thrusts. Tits unevenly squeezed, pulled in different directions, marked with too many little sucker-kisses to count, each heavy with venom designed to burden her with milk... and her belly, writhing around three tentacles at once, two fighting for dominance within her belly and the other pounding her in the ass, the tentacles that comprise her hair twitching and weakly jerking as some of them as restrained in turn by the Travesty's own.
The naive little architect of this outbreak is now just another victim. The empty space next to her. She and Mio, the trophies of the ultimate victor of this sordid little conflict.
The hand suddenly releases her. Mio's arms windmill, as though she might somehow fly away, dodge the organic pit threatening to swallow her up... but it's no good. Tentacles lurch from the cramped, fleshy 'compartment' awaiting her and snatch her out of the air, and before she knows it her back -smacks- wetly against pulsating meat the colour of peeled orange, slick and slippery orifices engulfing her arms and legs. It seems that she'll be allowed to keep them after all.
Hooray for small mercies. Mio tenses and heaves violently to her right, and then to her left, trying to worm her way back out, but dozens more tentacles emerge from the wall, grown just for her, wrapping around her shoulders and neck and torso and hips and hugging on tight as the Travesty's chest knits itself back shut, tentacles wrapping around one another like pulleys to expedite the process.
<b>Schllllrp.</b> The final noise of her messy, shared coffin being sealed goes unheeded, as Mio is too busy snarling at the phallic tentacle tip from the one choking around her neck, now nudging against her cheek in mock affection. Why rush with her? The sheer, virile scent of it makes her head spin. She can't imagine how bad it must've been for the other captive girls around her, and how swiftly they must have fallen.
Hell, it's only been a matter of minutes for Mimi, and she already looks ready to pop out a few little Travesties, a logical deduction countered only by the size of the bellies of their other two cellmates. No, these spawn are <b>far</b> larger than that. She moans, a cute, muffled noise, cries wild and untamed and inexperienced and overwhelmed. Experiencing what she determined everyone else in this facility should experience, with no frame of reference for stamina, durability, or limitations.
Well, never too late to learn.
Mio surprises herself with her own frustration, snapping her head around as she tries to bite down on the tentacle spewing thick, sticky pre against her cheek, running it right into one of the twin seams that run down her face. She catches it, but not enough to damage it meaningfully, and it smacks wetly against her grimacing features in retaliation, unleashing a small torrent of grotesquely thick spunk in uneven spurts, glueing one of her eyes shut.
<span style="color:#E5CEF3">"Figures you'd be-- hhr-- premature."</span> she grumbles, but she knows and he knows that it's just showing off how much he has to give, his furnaces brewing an endless supply of the debauched gunk that pools in uneven clumps by their knees in their cramped, mist-filled humid prison. It flicks itself off of her face, hovers a few inches away, and then unleashes a second round, this time splattering against her chest like wet cement, despite her growls and writhing protests.
The scent, the sounds - not only of the other captives and their incessant moaning, but the wretched, thick gurgling all around her, with the sights illuminated by a pale, orange glow that casts harsh shadows wild and at random.
It's hell. But the others moan with heavenly bliss.
<span style="color:#FFBD8A">"<i>...can't escape...</i>"</span> comes a voice, and she jumps in shock - sending a thick glob of tentacle jizz sliding from the curve of her left breast. One of the other captives, the pale girl, the slightest hint of a fluffy, wolf-like ear protruding from the wall where her head is half-engulfed in the meat, exposing only her mouth for feeding, fucking, and, now that it's free...
<b>Puppeteering.</b>
<span style= "color:#FFBD8A">"so why not... enjoy... self~..."</span> the wolf girl speaks with words not her own, and yet she speaks them with adoration, as one might speak in hushed tones of a god they believed to have been visited by, touched in dreams or even in person. Even though half the words are missing, as if the script she was reading from was damaged, incomplete, ruined. Maybe it's all that's left of her brain can comprehend as she stares past a sloppily-applied blindfold, just able to peek past it directly as Mio with a single glowing eye, lips curled into a dreamy, serene smile.
<span style="color:#FFBD8A">"he'll never let us go... he'll keep us safe... he'll keep us happy..."</span> comes the voice of the dark woman - mature, throaty, sultry. More collected than her cellmate opposite, but just as adoring. Mio doesn't want to look at her, but from glances, she can't tell what she is. Meat too compressed around her, body lacking in obvious physical signatures. An Elf, perhaps, wider hips than the Wolf, but such differences probably wouldn't last for long in here.
Mio stifles a choke. Hot. A new unpleasant feature of her new home fights its way to the front of her consciousness every other second. Steaming, like a sauna. A wail, as Mimi, the tentacle Queen, unleashes ecstasy around the tentacle King's twinned lengths spiralling around one another as they drill and pump her womb full of maddening virility. Her long, long tongue, pulled from her mouth by the sheer girth of the tentacle that slips free from her lips to paint what little of her face that isn't blindfolded in sweltering spunk, Mio swearing she can feel the heat of it even from the handful of feet that separate them.
<span style="color:#FF923D">"We're... Queens... together~..."</span> Mimi whimpers, and then she practically purrs as the tentacle that was just fucking her mouth curls around her cheek, the addled girl nuzzling into it, seemingly uncaring that her throne's been swept out from under her.
Was it mind control? Was it something more sinister, total integration into the beast, perhaps plugged right into their backs? Or had he simply broken them with overwhelming, monstrous lust?
-<b>RRRRRRRRrrrrrrrrrrip!</b>- Mio recoils what little she can as tendrils worming their way through her $Player_outfit suddenly lash outwards, pulling her clothing apart, tearing like wet tissue. Half-dissolved by the scalding loads pumped over her body as Mio tries and fails to ignore the mounting, aching sensation all across her Synthskin now bared to the cloying air of her prison. Aphrodisiac, of course. But not terribly strong. No, no need to be, not when he has this much to baste them in, to drown them in.
Mio gulps through a wince as tentacles wrap around her bare breasts and squeeze, these ones textured with little suckers that leave their marks wherever they latch on, softly filtrating toxins right through her synthskin. A glance at Mimi.
In the two minutes since Mio was pulled inside, the poor, addled little Mimic already sports an additional cup-size, and she whimpers in overwhelmed pleasure as two crude, fat-fingered meaty hands sprout from the wall behind her and <b>-squeeze-</b>, nipples protruding between fingers, spraying thick, cream-like milk into the ocean of bubbling spilt spunk before them.
Mio watches the rough treatment of her neighbouring 'Queen' with anxious, dreadful anticipation, knowing it's a preview of her own fate. The rest of her body aches, but her tits? Mio's usually perky pair <b>-burn-</b> in alien need. This damn body. The chemicals are going to work on her, just as well as it has on the other girls. The ache spreads, slowly but surely, and Mio can't ignore the strength of it between her legs, her bare pussy completely ignored save for the occasional dribble of that ever-boiling seed drooling over and past it. But even that makes it quiver. Makes her writhe. Makes her curse and spit under her breath.
The tentacle around her neck unleashes yet another deluge of aberrant fuckmuck across her face, earning a teeth-bared snarl from the Android. Then another, and another, and when she tries to turn her head fingers form out of the flesh behind her and wrap around her helmet, forcing her to look straight ahead as she's painted in monster spunk.
Marked. Branded, not by sight, but... well. It's obvious from the data flowing through her brain, dimly interpreted as sensation, that the sheer potent scent of this stuff isn't going to wash out easily. Nothing else produced by this facility could possibly match it, and the Travesty knows it. Knows this is the best way to mark what rightfully belongs to it, through spoils of conquest, through proof of his position as the Apex.
But what good is bragging without an audience to appreciate it? Perhaps that's why it's spending so much time preparing Mio, rather than ravishing her helpless body on the spot like it with Mimi. Presumably, too, as it did with the other two women. Somehow, Mio knows why - unsure if it's intuition, or some sort of influence this deific monstrosity exudes, paused somewhat by the biomechanical maze of her mind, but forcing its way through nonetheless, forcing the square peg through the round hole. Doesn't matter how. The reason, that's what matters. Triumph. It needs her fall to be ~special~. Catastrophic. To make her break with a single thrust.
... and speaking of ill-fitting pegs...
It swings up between her spread legs like she's come crashing into a security bollard - hell, it's about the right comparable size. Mio's glowing eyes, one of the only two sources of light in this living hell, scrunch shut for a moment before opening unevenly and uncertainly, not wanting to confirm the sensation of heat and weight resting against her belly, drooling and pulsing near-scalding breeding sludge against her taut stomach. The other girls? They have tentacles. Even Mimi, the mastermind, has tentacles. But Mio, who acted in defiance of the King, deserves something special.
A reward for her bravery. A punishment for her arrogance.
It throbs and spews another sticky, mostly see-through wave of burning-hot, egg-defiling pre. Somehow, Mio does not doubt that even though it's not the main event, it could still impregnate a dozen holes with a single drop. But hers is only the imitation of a womb, not a functioning replica. A facsimile.
And yet, as the Travesty's pride pulses as thick as her thigh before her, dominating her vision, seeming to drown out all other sight and scent and-- by the void, <b>-sound-</b>, ominous rumbles heard from below her throne of flesh. As she takes all of this in, Mio knows that doesn't matter.
It's going to find a way.
That obelisk of obscenity, right between her legs, so much - too much - of her weight pressing down on it, able to feel every throb and pulse, as though she was sitting upon his lap and bound by shackles to his chest. Quivering. Trembling. Moving, she realizes shamefully, of her own accord, grinding herself upon it, but unable to do anything other than work herself up. Swaying, weighty - confusion is swiftly answered. Her chest. It's growing bigger, just as she knew it would, just as Mimi's did and continues to do so, the suckered tentacles retreating with their work done, leaving her to swell and swell with milk, a strange exhaustion creeping over her as energy is drained from her core to fuel the growth. And yet, despite her whimpers of need, her rapidly diminishing will... still, it does not fuck her.
<span style="color:#FFBD8A">"Say it..."</span>
The words startle Mio, and in her shock, she jerks her hips, and she would toss her head back were that damned hand not gripping her head from behind, fingers coiled all the way around her face at the final knuckle of each, one dipping past her lips and awkwardly crushing her tongue. From her left. Then, from her right. And then again, and again, and again, from each blissfully slackened mouth, blissfully slow and slurring voices.
<span style="color:#FFBD8A">"Say it..." "Say it..." "Say it!.." "Say it...~" "Say it..." "Say it!.."</span>, awaiting their turns at first, but soon bleeding into one another, a chorus falling apart but refusing to stop, drilling into Mio's world and threatening to crack it apart and--
<span style="color:#E5CEF3"><b>"FUCK ME!"</b></span>
It silences the room. And then Mio makes a noise like a gag, like she were an organic punched in the gut, because her belly bulges around his ungodly, ungainly rod, her eyes as wide as they can possibly go, spittle spraying past puff-cheeked lips. The odd little noise she made echoes in her own head, because it's the last sane noise she ever makes, and somehow, she knows this in advance.
Her body trembles. Her hips jerk and twitch uselessly, impaled upon the pillar, bulge almost flanked by her heavy, reshaped bust. She's too encased in the wall to drag up and off - the length itself, a tentacle after all, pulls back. Slowly. So slowly, so torturously slowly, contrasted only by the world-shattering speed with which it hammers back inside. This time, Mio doesn't make a strangled little noise. She howls a sound of mindless pleasure, her tongue flying from her lips and staying limp past them as he begins to fuck his fourth and final Queen in triumphant earnest.
Drenched in clinging, jellified layers of jizz. Collared and leashed by coiling, quivering flesh. His, before the words had even fled her lips, but it was if it didn't count until she said it herself. Now she has, and now he fucks her without mercy or pause because she belongs to him.
This simple fact allows Mio to howl out in pleasure, to forget her mission she'd come so close to completing. After all, Mimi, the mastermind behind everything, is right there with her, punished just the same. There's some strange comfort in that. Mio has lost, but so did her 'enemy'. Foolish logic, but it gives her something to focus on other than the breeding spire pummeling her synthetic slit like a jackhammer.
Other distractions soon arrive in abundance. Hands, like the one around her head, malformed with four fingers on the left and six on the right, thinner, and longer, both clutching around a tit each... more a teat, now. Mio's wild cries - has she been wailing this whole time? She must have drowned it out until now - intensify as milk sprays in uneven thin streams from her chest, joining the pool that bubbles beneath the Queens writhing in their ecstasy. Mio can only dimly comprehend it, but they're smiling at her. Even though they're blindfolded again, she can tell.
She arches her back and her lips curl into an almost perfect 'o', a humiliating and humiliated look on her face mixed with intense pleasure as the hands squeeze harder - or are they squeezing just as much, and her chest has grown that much more in the time between? When would it end? The other girls around her aren't at back-breaking levels, but their tits are heaving, wobbling, sinking around and swallowing whatever squeezes them. If they ever got out of here, they would no doubt face aggravation, if the size persisted, but it would be manageable with effort.
Despite herself, Mio lets out a crazed giggling noise, interrupted by the relentless pummeling thrusts up into her body, not just her cunt but her entire figure clenching around her master. Get out? Why even entertain such nonsense? They're not getting out, and neither is she.
He'd been perfectly clear on that. This. This is <b>home</b>, now.
A thought occurs, dimly. So much spunk blasted across her body, to taunt her, mark her. But now he was pounding her, throbbing, pulsing so deeply within her, distorting damn near her entire torso around him... but no great flood of that nightmarishly potent cum.
Fuck. She realizes why, even before the chorus begins again, those damn voices urging her to <span style="color:#FFBD8A">say it, say it, say it...</span>
No hesitation this time. <span style="color:#E5CEF3"><b>"BREED ME!"</b></span> the words all but explode from her, and he in turn all but explodes in her.
Clench. Mio's entire body, even her engulfed limbs - everything tenses and the look on her face becomes impossible to replicate, lips twisted, eyes crossed unevenly... complete and utter braindeath-by-dick as she climaxes, her synthskin burning with her own movements, let alone when another hand forms - this one as big as her torso - to grip her from behind, as though he was concerned about her flying off from the sheer pressure building in her belly.
In just ten seconds flat, three pulses into his rampaging release, the obscene bulge in Mio's stomach - so taut at its apex that every vein, ridge and bump of that inhuman, monstrous length - is obliterated and rounded out, features rendered featureless and smooth and gravid. The other two girls are at their limits, but the shapeshifter and the synthetic? It's unfair, but they're by far the more valuable of the two Queens.
This is only the beginning for them.
Mio doesn't even notice the faint bulges travelling up the prick impaling her, flooding her with that tyrannical seed. Does not comprehend the two strange little blobs as they fight through the oceanic pressure contained within her fake little womb, as the pair split off and set up prime spots across from one another within her. Sticking to her inner walls, settling, merging... and then opening for business, the membrane thinning, all that stands between the odd little invaders-turned-integrators.
Mio's eyes frazzle and sparks erupt from her neck as she chokes out an insane noise, a hiss through clenched teeth that almost shatter from the limit-breaking force of her malfunctioning body. A spike of pleasure greater than anything felt before, powerful enough to surge beyond the maddening heights she's being kept at.
The image is clear in her head. A single brutish cell, big, powerful, like the freak it spawned from. Bulky, tail like a dread serpent, head like an explosive charge. Coiling around the egg - that alien little blob that somehow belongs to her, -is- her - like a constrictor aiming to choke the life from it, and then it strikes. But it does not engulf, but instead allows itself to be engulfed, spearing through and cramming itself inside, the unnatural union of monster and machine beginning in rapid earnest.
Impregnated. Repeating for each and every egg being spat out by her brand new implanted little factories, from barren to as fertile as tilled soil in moments.
A distant giggling, echoing through the chamber, that Mio cannot recognize nor tune out as she gazes down in wonder at her pale stomach, the seams joining her synthskin stretched and widened to allow just that little extra bit of storage capacity. Bloated beyond belief, the pressure increased by the fingers around her torso, uneven in length and thickness and tipped bluntly, pointedly, or with prehensile writhing, the space between those fingers filled out by her softened, tenderized stomach.
It's hers. The laughter, that joyous little noise, belongs to her. She's making it. Is it out loud, or just in her head?
She doesn't care which. All she cares about is the pleasure, the neverending peak from which her master won't let her fall, his absurd length dragging back out of her as she shivers in anticipation. Looking so gleefully forward to it ramming back inside her...
It doesn't. Mio hazily frowns, shivering as she feels one more bulge travel up once just the head is lodged within her stretched, battered walls. Something obscenely biological slips inside her, and when he finally pulls out, it does not... at least, not all the way.
Somehow, she can picture it clearly, pieced together from the sensations around her thighs and hips. A sturdy little blob, plugging her up, snugly held in place by its living grip around her body, trapping it all inside - the bubbling, monstrous seed, the spawn already quickening within her belly, bathed in the nutrition that will sustain them and help them grow strong.
Fine. Mio braces herself for the inevitable penetration of her vulnerable ass. Welcomes it, even. Or her lips... by the void, even they burn with need from that slow-burning, ever-present aphrodisiac. But the hand around her body begins to flatten, to compress, and more tentacles sprout from the meat with flat, ribbon-like, slime-drooling slowness, slapping down wetly upon her body like layers of bandages.
Too late does Mio realize what's happening. She's being punished. Just because she's a Queen now doesn't mean she wasn't an enemy, an actual threat to this tyrant, one he must make absolutely sure is subdued.
<span style="color:#E5CEF3">"N... no! No, I want more! You can't-- I need more!!"</span> Mio utters in shock, then babbles in fear. She'll go mad! Mummified in meat without stimulation, bathed and tenderized in those drug-laden juices for even <b>minutes</b> would be too much, let alone hours, or days, or weeks! But the tentacles keep on wrapping, fusing, melding to one another around her body, dragging her deeper into the Travesty and submerging her next to the rapid, two-drum beating of its gigantic heart. The 'throne room' chamber compresses in the absence of her spot, and the other three captives moan in surprise as they're pushed belly-to-belly, but Mio doesn't see any of it. <span style="color:#E5CEF3"><b>"No-- NO!! NMPPGH!!!"</b></span>
No sight. No sound but the beating heart and the whirring of her own mechanics. Scent entirely overwhelmed by virility plastered against her face in a gooey layer between synthskin and shapeshifting flesh, forced into her mouth to baste her tongue in taste that won't wash away, with nothing <b>to</b> wash it away with. And touch... shockingly absent. Strangely strangled. Even now, her tomb bastes her with that lustful drug, coursing past her from head to toe as though she was a partial blockage in a vein... but not moving. Not stimulating her, not meeting her insatiable need to be grabbed, pinned, fucked, and bred.
Just compressed from all sides by internal muscle. When she emerges, and is finally given what she craves, finally allowed to lay her spawn, finally fucked in every hole for every hour of every day for a month straight, she would be unquestionably loyal to him.
When, or if. Who knows.
The Travesty leans back upon his chariot-turned-throne, mind turning to how best to bypass the launch sequence, to carry him and his Queens to sanctuary, to grow their army, to bring his overwhelming pleasure to an unsuspecting galaxy, shark-like maw splitting into a grin.
The feeble little <span style="color:#E5CEF3"><b>"nnnnnnnn..."</b></span> from deep within him is easy to ignore.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><<if $fantasize is 0>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<set $Leash to 1>><<set $Isolde_Met to 1>><<set $map_8_marker to $marker_NPC>><<set $marker8_icon_right to 108>><<set $marker8_icon_top to 114>><<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">><</if>>Mio goes to place a hand on the door's switch, but pauses when she picks up on a voice within! A strained voice, feminine but deep, growling...
<span style="color:#FF6F37">"<b>Ghyy--NNGH!--</b> Thirteen... come on, enough already..."</span>
Mio lowers her hand. Whoever's in there is getting the railing of her life, and without knowing who or what is doing it? Mio doesn't want to walk in there and make things worse, or possibly fall victim to something. She reaches for her wrist and removes a flexible, retractable cable, patching into the door's security bell-camera. For obvious reasons, the woman within isn't available to answer the door herself, but with a little bit of security overriding... there! Mio has a direct view into the room.
<<linkreplace "Commence threat assessment.">><span style="color:#FF6F37">"<b>NnnnNNNGH!...</b> Too!-- Too <b>big</b>, you fuckin' jerk!"</span> the Tiger seethes, her words and tone at complete odds with the exhausted ahegao upon her face and the twitchy little jerks of her powerful hips. The rippling of her muscles beneath the athletic, taut trim of her legs can best be seen above the knee, where sunset-orange fur divided by harsh black stripes terminates. Claws as dark and sharp as obsidian jut from monstrous, pawed feet, gripping great gouges out of the sodden, carpeted floor as she perches upon the balls of them, ankles knocking against the obscene, purple girth between them. With her legs neatly folded to complete the perverse squat, the Tiger seethes through clenched teeth. Clawed fingers dig into elbows, spearing from hands that, whilst oversized and clad in the self-same fur, are notably less bestial than those padded paws. With her arms crossed neatly behind her head like a practised pornstar, she lets out a quaky little huff from her throat as she pulls up and away from the gut-busting length buried in her ass!...
... And then she slams herself back down atop of it, the motion undeniably intentional. Professional. Taking the obvious bulge that pushes against her chiselled, dark abs in her stride, the wicked pleasure etched upon her pouting, well-fucked face. And yet...
<span style="color:#FF6F37">"Cut it-- the fuck out, already!!"</span> comes the snarl, even as she gyrates her hips in a smooth figure of eight, uninterrupted save for the little overwhelmed shudders she makes before she lifts up for another piledriving slam with every last pound of her imposing weight behind it. One of her rounded, nubby, fuzzy ears flickers, the tufts of thick, whiskery white fur upon it swaying with her motions... and with the steady pulse of the thin tentacles nuzzled deeply down the ear canal, slipping up from behind her head.
Of all the monsters in the facility, the Leash is the most pathetic to look at. Little more than a reactive, living dildo with a few long, thin tendrils, most of which are wrapped affectionately around Isolde's thighs and lower legs, binding them shut in her squat - even though the mere act of her standing up would probably snap them in half. And yet? It has her wrapped around its proverbial little finger, bouncing away despite her utter exhaustion, preparing to milk out yet another heady, heaving load brewing in the thick, lumpy base of it secured firmly to the floor.
One or two more, perhaps, and it'll finally start to soften those abs of hers out, nice and smooth. It lacks the capacity to display the job its malicious little scheming gives it, translated only through the animated wiggle of the two stalk tentacles protruding from the front of the base, relishing in the sight of the powerful Vari spearing her ass upon it.
<b>Thump. Whump.</b> Each time she brings herself down, a guttural cry joins a slow drumbeat of her thick, heavy tail whacking down to her left or right, alternately in a slow, lazy wave with each hump.
She'd rather it didn't do that, but Isolde isn't behind the wheel right now. The Leash is, and no amount of wince-eyed glaring down at it with her burning golden gaze is going to change that, especially not as they keep on twisting back inwards and up as she grinds down to the thick, knot-like base, her claws digging furrows out of the tiles beneath the ruined carpet as a spray of her juices erupts from her ignored slit.
<span style="color:#FF6F37">"RrrRrrrRRRRRhhh-- F-FUUuuUUuuughk!!"</span> Isolde mewls out, her tired but blissful tones hitting some surprisingly high notes as she sings through her climax, not even the rumble in her throat able to dress it up as anything other than overwhelming pleasure. <span style="color:#FF6F37">"Four--fourteen!! That's enouuuugh, guuh!"</span> she insists breathlessly, but the Leash loves the way her powerful, well-honed body crushes around its length with pressure to rival a hull breach. The way she writhes and whines... to its instruction, of course, the tentacle in her ear wriggling for a moment. Isolde shudders, but cannot disobey the body-controlling command.
Her sharp, lethal teeth gleam in the dim light of her quarters, soft pink stars dancing across her deeply tanned skin thanks to those silly projectors she got from a sponsorship, harshening the shadow she casts upon the wall behind her as she shakily picks up the pace of her seemingly self-inflicted anal punishment.
They curve across the tiger-print lingerie currently resting atop her bared breasts, too, and tucked to one side of her groin, partially pushed up into her well-stretched ass. These weren't from a sponsor, but from a fan. Silly. A bit humiliating. But she had to admit, it would probably be a hit.
Isolde seethes some more as her shakey body begins to rise. She really wishes she could check how the stream's doing, at least! But her computer is far out of reach, seeming a mile away - even if it's just a few feet.
<span style="color:#FF6F37">"We better-- hhRRH-- be hitting some fuckin' milestones at least!!"</span> she pants, her wild, glam-rock mane of deep-peach hair sticking lank and damp to her face in far too many places, unable to clear it from her vision with her arms folded behind her head like a showy little camwhore, the steady gyration of her hips coursing up her body to make her chest sway from side to side, dancing on that dick.
<<linkreplace "That's probably enough threat assessment.">>Mio blinks, then clears her throat. She hadn't meant to watch for quite that long, but it's obvious now that the 'Leash' poses no threat to her. As if to confirm this, Mio runs fingers up by her head, brushing them across the smooth, rounded cap that forms the base of her right aural sensor, from which jut three lattice-work metal spires of alternating height.
Can't stick a tentacle in those, y'little creep.
Mio retracts her interface cable and advances inside the room, the doors opening with a swoosh, the purple smog accompanying Mio inside. Isolde doesn't turn her head to investigate, nor does she interrupt her room-shaking slams down upon that throbbing pillar!... but her bright, defiant eyes <b>-do-</b> swivel around, the relief palpable as she drinks in the sight of the armed Synthetic. The stalk eyes of the Leash's nasty little blob body tilt toward her too, and it lets out a wavering little noise of worry.
<span style="color:#E5CEF3">"Yeah, <b>boo.</b>"</span> Mio snorts, jabbing her head forwards for emphasis. The Leash squeals and Isolde grunts out with a confused, throaty noise as the tendrils in her ear slurch right out, leaving her severely cross-eyed for a moment before she shakes her head with vigour. Too late does the Leash realize that her shaft-milking, gym-fit frame is as much a blessing for it as it is a curse, as her weight atop of it prevents it from slipping out of her tight ass to crawl away! Isolde's claws wiggle as she regains control of her body, then she turns her heels inwards, digging those claws into the blobby base as she stands up, pinning the miscreant monster in place.
<span style="color:#FF6F37">"Phoooo... God, my legs are <b>killin'</b> me!"</span> she groans, turning to Mio on the spot, tilting her head back with a sardonic grin as she looks down at the far shorter Android. <span style="color:#FF6F37">"Mind you? Ain't the only thing they're killin'."</span> she concludes, right eye twitching as she leans her weight forwards upon her right leg, right on top of the squirming Leash.
<b>-SclllLLLLRCH.-</b> Mio grimaces slightly at the visceral noise, and decides against looking down at the mess mashed between Isolde's claws... it won't be easy getting that out of her fur, especially not the cream-white trim of it. It's also undeniably kind of terrifying, and Mio is concerned with the slight excitement she feels as a result. Isolde isn't even remotely fazed, though - she stretches her arms far above her head, laces her fingers together and tenses, a soft crickle-crack heard from her back before her tail juts up behind her, stiff, then goes limp. With that, she relaxes, sighing happily, over a dozen climaxes winning out over the soreness in her rear.
<span style="color:#FF6F37">"Thanks for the assist, 'Bot babe."</span> the Tiger grins earnestly, flashing a thumbs-up before adjusting her matching lingerie back to where it should be, protecting her modesty - as if Mio hadn't just watched her squirt herself senseless pounding herself in the ass with a living dildo. Mio, for her part, keeps up the quiet dignity of her own, arms tucking behind her back at ease - though her eyes do scan the room for further threats, pupils widening and thinning as she zooms in and out. Isolde strides over to her computer desk like a woman on a mission.
<span style="color:#E5CEF3">"You're welcome."</span> is all Mio says, lips pursed slightly. 'Bot babe' was a new one. She's trying to decide if she likes it or not. Such thoughts are blown away by a sudden wail of anguish from Isolde, and Mio snaps to attention, arms raised combatively, fear yelling internally that the Leash left a trap in the Tiger's sensitive brain. It would explain why she hunches over her desk, trembling with fury!...
<span style="color:#FF6F37">"Fuckin' thing knocked my camera over?! My one silver fuckin' lining, and it's been starin' at the stars on the ceiling this whole time?!"</span> Isolde all but roars, putting a hole through her desk with a furred fist, making Mio jump from a phantom shockwave. The Android blinks, purses her lips, and then relaxes her pose again... it seems the Tiger needs a moment. Looking up, she makes a note of the glow-in-the-dark stars that litter the ceiling.
<span style="color:#E5CEF3"><i>'... Cute...'</i></span> she thinks to herself, busying herself with watching them glitter and glow, waiting for Isolde to stop pummeling her desk into shards of plastic composite.
<<if $fantasize is 0>><<link "Give her a second." "Habitat A-2 1-1">><</link>><</if>><</linkreplace>><</linkreplace>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
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<</if>>
Codex Entry: Dead World.
</div>
<hrt><hr></hrt>
Terran dates are split into two eras, PC and A8. These eras count backwards and forwards from a specific event - the final detonation to occur during The Ends, which took place at precisely 8PM in that location's timezone. PC stands for Precedes, whereas A8 stands for After 8.
<br><br>
The term 'Dead World', as specific to use by Terrans and about Terra, refers to the PC age of the single race who preceded the grand variety of intelligent lifeforms - Humans. Following a catastrophic, multi-faceted apocalypse known as The Ends, Humanity was almost entirely wiped out by war, the saturation of lethal Glow, and a rapidly changing planet: surging seas, cracking land, booming skies. It is sometimes known as the Precedes, the Dim World, the World Before, and by countless other names.
<br><br>
This would have been Terra's failure to overcome one of the Galaxy's 'Great Filters' - civilization-testing concepts that must be overcome by all Galactic races - were it not for the Survirus. Adaptive, mutagenic and possessed of a shocking amount of information on all known life, the Survirus infected the few surviving humans, fauna and flora of Terra, and thus began the Dark Age, a period wherein sentience was all but pushed aside to cope with the horrors of rapid evolution.
<br><br>
Dead World relics, machines and equipment were vital salvage in the early days of Terra's reborn societies and factions, but as Glow technology advanced, the need to rely on such ancient and outmoded devices faltered. Most of these surviving relics now exist in museums and educational facilities, with the obvious exception of Synthetic lifeforms of developed sentience. Unless they want to be museum exhibits, of course.
<br><br>
The single most impressive collection of Dead World artifacts is Man's Message, an assembled flotilla of naval vessels from across the globe. While almost all of them saw extensive use by pirate crews in the early-mid A8 age, their overall structure was rarely changed, making them symbols of the lost past. Man's Message is a living museum, to which all manner of surviving relics are laid to rest, a site of contemplation for those who carry their torch.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
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<</if>>
Codex Entry: First Pan-Galactic Conflict.
</div>
<hrt><hr></hrt>
The First Pan-Galactic Conflict took place during 163 PC, towards the latter end of the Industrial Revolution of Terra's precursor race, Humanity. Both Pan-Galactic Conflicts thus far have been instigated by a singular race - the first time, it was the Sneerz.
<br><br>
The Sneerz, convinced of their superiority by contrast against every other known race, began to suffer from an explosive growth in their population matched only by their scientific advances. Alas, said advances were not enough to feed all, home all. They needed more space, more labour... and neighbouring planets provided a ready source of both.
<br><br>
The war lasted approximately 9 Terran years, with the tide initially rushing in the Sneerz' favour until the various races of the (at the time) fractured Galactic Council banded together. The Sneerz found further advance halted, and then began to sustain losses as their technology was captured and reverse engineered.
<br><br>
When the defeat came, it came swiftly. The Sneerz science caste created The Wretched, a doomsday weapon of unspeakable power pointed right at the heart of the Galactic Community. A desperate offensive was launched against the Sneerz homeworld upon which it was constructed, and in the end, a special forces team of mixed membership made it to the control room, despite heavy losses.
<br><br>
With The Wretched already charged up and ready to fire, a fatal flaw was discovered - it was not designed with failsafes in mind in case the Sneerz changed their minds about firing it at all. Not firing it would result in all that energy doubling back upon itself in cataclysmic fury.
<br><br>
With no way of changing targets, the team disabled The Wretched from firing and, thus, the planet Sneer perished. The severe loss was a crippling blow to Sneerz morale, and the surrender of isolated units and colonies paved the way to total surrender. Sneerz were made societal pariahs, and severe sanctions obliterated what remained of their Empire, reducing the survivors to mercenaries of all kinds.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
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<</if>>
Codex Entry: First Pan-Galactic Conflict.
</div>
<hrt><hr></hrt>
The First Pan-Galactic Conflict began during 324 A8, right before the united races of Terra began to explore the stars of their immediate space. Both Pan-Galactic Conflicts thus far have been instigated by a singular race - this time, it was by the cybernetic collective known as the Befrar.
<br><br>
The Befrar (Or BEFRAR, an acronym lost to time) were created explicitly to combat the Sneerz in the First Pan-Galactic Conflict - or rather, they were converted. What began as a medical program involving augmentations to treat various illnesses and injuries, particularly in veterans, took on a darker turn as the Conflict raged. The result was the Befrar - powerful soldiers capable of adapting to and fighting in any known conditions and locales, held back by severe and often rapid degradation of mental faculties. They proved useful in the final stages of the Conflict but were quickly hidden away by the organization responsible for their creation, considering that their rehabilitation would draw too much attention. Easier, instead, to leave them in stasis within remote moons of desolate planets.
<br><br>
However, the Organization ended up dissolving after a number of other criminal acts were brought to light - and the Befrar remained forgotten, only awakening when their temporary tombs on one such moon began to malfunction. After a brief and savage civil war to establish dominance, the warlord who rose from the carnage took command of the surviving collective and offered them glory, safety... and revenge on a Galaxy they saved, only to be abandoned by it.
<br><br>
So began the Second Pan-Galactic Conflict, far more terrible than the First. The Sneerz might blow up your planet and enslave your people in the classical sense, but the marauding tsunami of Befrar could still make use of unwilling bodies with their cybernetic conversion technology. Their numbers remained relatively few, but each Befrar was a terrifying force to be reckoned with individually, let alone in squads, detachments, or invading armies.
<br><br>
The tides of this Conflict were turned by two major forces: one, the Sneerz, relishing in the irony of it all and sensing a potential recovery of their place in the Galaxy. Two, the Terrans, discovered early into their exploration of space by emissaries of the Galactic Government, who saw promise and potential in the bizarre, hardy fighters and fast-tracked their integration into Galactic society in exchange for service in the war. Ultimately, the Befrar's chief warlord was ambushed and disabled, her hivemind connection to the entire collective used against them to pacify them and sever their links to one another.
<br><br>
What followed was an awkward triage. Robbed of the Warlord's influence, the Galactic Government was ill-prepared for the sheer number of Befrar who were horrified at the actions they had committed under those commands - even more who were horrified at their new forms as memories of past lives flooded back to them. The single most dangerous force the Galaxy had ever faced were reduced to remorseful, faultless creatures in the blink of an eye.
<br><br>
Befrar were disarmed - most, willingly so - and efforts to reintegrate both them and the Sneerz into Galactic society are still underway to this day in an effort to knit old wounds and usher in a period of harmony and unity. It's a mixed bag, but the two rejected species have at least found a kindred in one another, and many Sneerz and Befrar mingle in the same crews, companies and bands. They find respect in one another's strength, kinship in cybernetic nature, and comfort in their similar situations. Terra, meanwhile, saw their technology levels skyrocket and their wildly varied population boom, spreading out amongst the stars in a manner some species consider distasteful, or outright worrying.
<br><br>
As a final note, the Second Pan-Galactic Conflict is thought to have resulted in the single largest casualty of the Imp population, bringing them down from roughly 300 to 213. A handful were converted, but most perished in stubborn defence of their throne worlds. To this day, power vacuums left in their wake have yet to be filled, and Imps find themselves vying for breeding rights to replace the fallen.
<<include "Codex Return">><</nobr>>The monitor sticks out like a sore thumb in the gloom, glowing bright and shiny, the only one in a bank of 4 workstations that isn't either offline or engulfed entirely in hive-flesh. It seems to be an idle state, with TentaCo's logo - two tentacles arcing away and back towards one another before tangling into a heart shape - reduced to a low-colour screensaver. Not seeing any obvious compatible access ports with the terminal, Mio sighs inwardly, casts a glance over her shoulder, and then disturbs the pad to wake it up, curious as to what info she might glean from it.
She almost jumps away in shock from the sudden dialogue!
<span style="color:#5DB8DE">"--espite the rapid mutations, a majority of the safeguards-- o-oh, <b>good heavens</b>! -- remain in place, such as the ceiling on growth..."</span> a feminine voice trails off; well-spoken, well-read, a touch demure and, knowingly or otherwise, sultry as can be. However, the screen shows little more than an assortment of warning popups for overdue updates, one having opened every 5 minutes... ah, there, in the corner! Movement from a window beneath them all! Mio fumbles with the pad, closing or haphazardly moving the popups until the video feed beneath is excavated.
It's a living quarters, and a rather large one at that. A large, reinforced bay lines the opposing wall, granting a breathtaking view of VI-16's lunar surface, grey rock painted a faint lavender by the star burning far off in the distance. The size of the room, coupled with the lack of personalized decor, indicates that it's one of the guest habitats - the single occupant visible on the feed reinforces this, for her outfit strongly defies the expected dress codes of scientists, security officers and technicians...
The chestnut-brunette Elf is dressed like a witch! Her outfit - at least, the parts of it that haven't been stripped from her - is comprised of many shades of blue, from almost obsidian navy hues to brilliant, electric-toned trim and highlights, broken only by accessories of white-silver. Some of it - the long, separated sleeves, the cape and translucent, hip-hugging shawl - is flowing and breezy. Other aspects - the thigh-high stockings with crescent-moon decor at the top, the glittery miniskirt and attention-enforcing corset - cling so very tightly to her curvy body, skin light but with a healthy glow, unblemished save for a single little black mark high up upon her left breast. A wide hat with a brilliant-blue band and another moon-shaped charm resides lopsidedly upon her full, shoulder-length hair, and her scarlet lips - full, shiny - stay twisted slightly to the right in an odd mixture of concentration and distraction, mirrored in dazzling coral eyes... erm, eye, at least. The right is screwed shut.
She can hardly be blamed for the look on her face, for a rather large and persistent tentacle monster has her on her knees upon a queen-sized bed - covers strewn about wildly - and thoroughly restrained, arms engulfed behind her back, spine arched deliciously against the faceless being's bulky body. It's a dull, dark green by comparison and contrast, almost blending into the background of the low-quality vidstream. Thrust right in the foreground, however, and thus impossible to miss, are a pair of malformed, unevenly-sized hands hefting the mature Elf's breasts in a constant, lewd massage, the cups of her corset lying uselessly beneath her free jugs.
A crude word, Mio realizes as soon as she thinks it, but one that fairly communicates just how <i>stacked</i> the woman is!
<span style="color:#5DB8DE">"At least-- <b>oohf!--</b> At least I hope so. Subject has continued tooOOoo~ apply magic through these 'hands', if they can be so-called, r-roughly every ten minutes. Unn--uuuooo~!--<i>unsure,</i> ahem, if this is to maintain the enchantment, o-or an attempt to push past the aforementioned size ceiling..."</span> the Elf trails off, shifting slightly but going nowhere fast, a huff escaping her lips before she can stifle it by biting down upon the plush flesh of her lower one - pearly teeth. <span style="color:#5DB8DE">"Which, I note with some degree of-- of <i>ire,</i> seems to be a mere cup-size - give or take - a-above <b>mine.</b>"</span>
Mio blinks, then does a quick mental calculation from the size of the unfilled corset cups beneath. That must be a hell of a sight, if true. Wincing at her own foolish priorities, she tries very hard to shunt her focus onto the rest of the room behind the Elf, whose captured form takes up the bulk of the camera's view. Occasionally she blurs into indistinction thanks to auto-focus, giving Mio a glimpse of documents on a deck behind her... upon which lies a keycard, info-side up! Those focus-slips are too fast to bring it into proper focus, however... and so, the Android awaits an opportunity, eyes recording every last detail, ready to playback and fetch the code printed upon it.
This means, for now, watching the pretty, curvy Elf giving her oddly scientific assessment of the monster treating her as though she were cattle at a market. Frowning, Mio taps the microphone of the terminal on her end, but the lack of reaction confirms one of two things; either this is an old recording - unlikely, given that it was playing in the background this whole time - or the terminal's been damaged, silencing any effort to respond. This begs the question, however, as to why the Elf is narrating her experience in such a clinical manner. Perhaps she's just the sort to make the best of a crisis?
A sudden <span style="color:#5DB8DE">'<i>ooh!'</i></span> and shudder from the 'witch' makes Mio jump - her focus was on the desk - and take notice of those squeezing hands, each finger of which sinks deeply into flesh to the point of near-total submergence. More to the point, however... they glow brightly at the palms, lighting the woman's hefty chest brightly for a moment - the glow ceases, and she, in turn, relaxes, long, dark lashes fluttering for a moment as she shivers.
<span style="color:#5DB8DE">"A-as demonstrated, the application of this magic iiis~ e-entwined with a pleasure spell of-- of moderately high potency... which, when c-combined with the pheromone miasma in the air, has left me <i>quite</i> out of sorts. I estimate I-- Mmf, I <i>may</i> run into difficulties maintaining my vocabulary within the next four-to-five hours."</span> she notes, tilting her head to the left and then the right as her captor switches up its technique, now lifting her left tit up in a possessive squeeze, rolling it tightly in that four-fingered palm, and then relaxing... before repeating with the right. <span style="color:#5DB8DE">"On that note, the length of dry periods is diminishing with each release, to the point where-- O-ooOH!--"</span>
The Elf works very hard to stifle a look of unabashed pleasure that attempts to conquer her face, triggered by a sudden two-handed squeeze and the resulting spray of milk from her stiff nipples! The monster relents immediately, leaving small beads of the white stuff speckling the Elf's plump areola as she raggedly huffs, gorgeous orange eyes darting left and right at something unseen.
<span style="color:#5DB8DE">"Mm. As I thought... three minutes quicker than last time. The unnatural levels of s-sensitivity are increasing, too- oh <b>good gosh</b>, and it's <i>much</i> faster to react, too!--"</span> she shivers to a halt, biting her lip as a pair of tentacles with cupped tips emerge before her and latch onto her heaving, cream-laden bosom with expert accuracy. They settle upon her body with gentle pushes until the cups lie flat against her flesh... and then they retreat by a few inches, revealing the cups to be partially transparent, the pink tone of her nipples dulled by the slightly cloudy, milky consistency of that membrane. <span style="color:#5DB8DE">"-- With this acceleration in mind, I <i>may</i> revise my estimate from four-to-five tooOOO THREE--<b>T-TWO TO THREE!~</b>"</span>
Mio can't help but put a reflexive hand to her chest as she watches those cups swell from a sudden torrent of milk, squeezed fresh from the source by the mutated monster's massage! The Elf shivers and writhes, head tilting left and right, breath caught shallow in her throat as she visibly buckles beneath waves of relief and pleasure, those cups growing larger and larger!... before they suck down, pulling the reservoir of creamy delight down the tentacles in thick bulges. One, two, three, f-- Mio blinks, hand against her chest tightening, trying very hard to focus on the desk once more. It's an ideal moment - the more the witch moves, the more chance there is of the keycard coming into focus.
<span style="color:#5DB8DE">"W-whilst I <i>appreciate--</i> OH!-- the design intention of a low-cost iiIiIiiindustrial aid to d-dairy generation-- oh my <b>WORD!~--</b> I-I really must <i>stresssSS~</i> that i-in its current state, P-prototype CM-X3 is <i>likely</i> to cause per--perm--<b>permanent</b> mental and physiological changes in partners!"</span> the educated witch remarks through her haze of pleasure, Mio gripping the desk with her free hand in herculean concentration. Don't look, don't look, don't-- The card! It's a mere split second, but Mio is able to play it back in her head and swiftly verify the override number - <b>140820.</b>
Relaxing slightly, Mio lets her gaze drift back leftwards, unable to maintain a neutral expression, awe clearly written upon her pretty sculpted face as those cups practically runneth over, the witch's own gaze now barely focusing upon her own chest. Those palms are glowing again, and it's obvious that it's taking incredible effort for the Fae woman to maintain what little composure she has left, pleasure increasing further still.
<span style="color:#5DB8DE">"With that in mind... a-a-nd-- ngh, and given that the vast majority of my wardrobe <b>already</b> has to be custom tailored..."</span> she begins, forced to stop with an eye-rolling lip bite to stifle some choice moans before they can escape. <span style="color:#5DB8DE">"I would very much appreciate it if-- <b>Oh,</b> my <b>stars!--</b> i-if anyone listening to this might come and spare my clothing budget the wrath of an extra <b>cup siiIIIIZE!~</b>--"</span>
She tosses her head back with a warbled cry, shock married with lust upon her face - what little of it can still be seen in this angle - as her hat is finally dislodged, slipping off of her head entirely with her bucks and heaves, even greater surges of milk slurped from her overburdened chest.
Mio bites her lip herself and straightens up. Right. Whoever this oddly-dressed woman is, she isn't a priority target... but ignoring her doesn't sit right with Mio. The thought makes her frown, those subtle worry-lines upon an otherwise eerily perfect complexion burrowing into place, deepening as the Elf's distorted whines of relief and desire echo tinnily from the ruined terminal.
<span style="color:#61EC68"><b>The code to one of the Guest Habs has been learned.</b></span>
<span style="color:#E5CEF3">"Ack-- Void's glare!"</span> Mio curses, arms windmilling in a desperate effort to stay standing. She'd tried to move, to dodge an incoming charge by the Glob, but to her utter humiliation... it's outsmarted her. Purple gunk spread like jelly upon the ground clings tight to her feet, cementing her in place and leaving her helpless to do anything other than cross her arms in an attempt to shield herself.
<b>SCCHLLLMP!</b>
It isn't effective. Mio is almost knocked flat backwards like a daring limbo performer, but the expected harsh impact of her back upon the ground is muffled by a layer of thickened slime. It would feel almost pleasant, were the wretched substance not eerily alive, coursing around her and wrapping around her limbs as it swells. Mio grunts and squirms in place as she goes from lying on the ground to being strangely elevated, her arms and legs stuck fast in the clinging, gripping goop, right up to her shoulders and knees.
The end result is akin to someone lounging in a beanbag chair, conforming under her weight and swelling out around her. The key differences are the complete engulfing of her limbs, and the arch of her back - the relaxing curve one would expect is reversed above the Glob's living mass pushing up under it, as though Mio were tied down to a barrel upon its side.
Not good.
She grunts and tenses, the small structural gaps in her mechanical arms giving glimpses at the machinery within straining to comply with her desire for freedom, only to judder to uncertain halts upon meeting stress limits. She huffs out, letting them rest for a moment, trying to ignore the intense scents of 'purple' all around her... wine, berries, and hedonistic perversions.
<span style="color:#E5CEF3">"Speaking of..."</span> she grumbles as the Glob surges beneath and around her. Squatting neatly against a wall for support, her buried limbs can be just about seen as darkened shadows through the rounded translucent body, though any detail is lost to unfocused, bleeding blurs. Now tendrils of slime crawl across her torso, like water running down a windowpane but so much thicker. Mio tries to shake it off, but the living muck is far too clingy, even exerting pressure as it begins to pull and tug at her $Player_outfit - opening what it can, and shoving to the side what it cannot. As her moon-pale skin and its patterned seams are exposed to the humid air, Mio grumbles down at the sight of her own bared chest, and the finger-like tendrils surging around each breast before they form complete loops and <b>-squeeze-.</b>
<span style="color:#E5CEF3">"Ngh!..."</span> she grumbles, cursing her sensitivity, unsure if it's innate or a result of contamination by whatever this thing is made out of. She tenses as she feels pressure pulling her legs in outward directions. She resists it for a while, but eventually, the Glob pulls them apart and pushes up against the base of her spine, forcing her to present herself upwards right as the malicious ball of muck tears her $Player_outfit_bottom wide open. Mio shudders and resumes her squirming, the humiliating position spurring more aggressive groping of her bosom.
<b>Schllrch!</b>
Mio's bright eyes widen right before they unevenly wince shut, a wavering cry escaping from her as a featureless purple spire spears forth from between her legs, rubbing against her bared slit before the sudden growth comes to an equally sudden stop, the gel-firm substance lukewarm against her sensitive synthskin.
Then, right before her captive gaze, it begins changing. Twisting. Stoutening and lengthening back and forth, like clay upon a potter's wheel as it takes on a menacingly phallic shape. The clear mushroom swell of a phallic head, tapering to a stumped, mostly blunt 'point'.
<span style="color:#E5CEF3">"Oh, don't you dare!..."</span> Mio trails off into a gasp, because the Glob isn't done yet. The pillar between her legs throbs violently, spurring on more changes - thicker ring-ridges sprouting at 3-inch intervals from base to just below the tip, random bumps like a poorly-crafted club!... and rotation, twisting clockwise but not returning, not wound like twisted string but capable of rotating indefinitely at a shocking pace.
<span style="color:#E5CEF3">"That wasn't an invitation to go further!!"</span> Mio protests with wide eyes, and in response, the Glob throbs beneath her and swells another inch, the sudden and savage growth accompanied by a lance of lavender-pale goop spewing from the tip and arcing down onto her trim tummy. That shuts the Android up for a moment - it seems that the Glob is either mistaking her input for instructions to go further, or it's actively malicious. Either way, Mio soon breaks her brief silence with a startled moan as that gel-formed prick spins like a drill and drags down her folds, each bump slipping against her as it pulls back, surges up... and then drags all the way down, head nudging against her well-slickened opening. Pushing, tensing, fighting the resistance as Mio trembles in her gooey bindings!.. <span style="color:#E5CEF3">"Don't!-- Yhii!--"</span>
<span style="color:#E5CEF3">"<b>NNNGH!</b>"</span> Mio tosses her head back with a heavy groan, the Glob's body almost deforming enough to form a loop around her neck before she wearily cranes her neck forward, wild, unevenly focused eyes glued upon the subtle, shifting bulge in her belly. About a third of the rotating club-cock managed to surge inside her, and thanks to the rotation, it doesn't need to pull back out. No, as Mio trembles and writhes on the spot, it simply <b>drills,</b> slowly but surely forcing its way deeper inside her synthetic snatch, eagerly fulfilling its purpose - to pleasure her!
Loathe though she is to admit it, it's doing a bloody fine job. She snaps her mouth shut and whimpers through sealed lips, determined not to voice her pleasures as her nerves are scraped and battered from within... but once it pushes in over halfway, she can't hold out. Her lips open unevenly, favouring the left as she huffs out a throaty moan, uneven and constant, bouncing in volume and pitch. The slime around her tits has expanded from a mere rope-like ring to crude imitations of hands, one fingerless and groping harshly on the right, the other more slender and stretched thin, but able to pinch and broil around her nipple in a clump, literally warming up and blasting the sensitive peak with jets like a hot tub.
<span style="color:#E5CEF3">"Not-- damnit, quit--- fuuuhhhkk--!!"</span> she rasps, one eye now winced shut, feeling herself spreading wider and deeper around the obscenely shaped spinning pole, until... Whump. It's a soft, dulled noise as her rear cheeks once again meet supporting slime below, and Mio realizes just how far her back had been arched - the mental image of herself from afar would paint her cheeks red if her systems supported such a thing. Glowering with a one-eyed gaze down at her writhing stomach, she gasps as the Glob surges beneath her, two more crude 'hands' rising up at her hips and clamping down firmly upon them with unevenly-spaced <i>'splaps'.</i>
<span style="color:#E5CEF3">"Hyii!?--"</span> she yelps as the Glob uses its grip on her body to pull out a good few inches!... <span style="color:#E5CEF3">"<b>HYYNN--</b>"</span> she grunts deeply as it slams her back down, rising to meet her halfway, forcing her to ride it reverse-cowgirl, the impact of her body upon it's wobbling, jellied mass a far more resounding <b>-PLAP-.</b>
<b>-PLAP-, -PLAP-, -PLAP-, -SLAP-, -PLAP-, -SMAP-, -SMAK-!</b> <span style="color:#E5CEF3">"Little-- <b>NGH!!</b> --s-slimy- <b>HAH!!</b> b-bastard!!-- <b>UNH--!! FUCK-- FUUHG-- Fuuuuhk!!</b>"</span>
Sinking! Through the hazy of cheek-smacking, cunt-pummeling sex with the amorous, amorphous blob, Mio realizes she's slipping deeper inside of it by the second, rivers of the stuff cascading across her torso and forming little fishnet-like strands where it meets strings of slime travelling from the other side. She squirms, but there's no way for her to break free, not unless the damn thing is distracted somehow-- <span style="color:#E5CEF3">"<b>U-uuhn!?</b>"</span>
The rotation suddenly stops! The Glob bubbles around her, surface-level blisters forming and popping to spew clouds of grape-toned vapour into the air, each like an angry little volcano. The reason soon becomes clear, a bulge travelling through the rod, spreading her slit wider around it and forcing her to tense up... before it unloads inside her, thick, sticky and clinging tightly to her inner walls wherever it sprays.
<span style="color:#F33898"><b>Lost 35 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 35, 0, $Player_focus_max)>><</if>>
The heat of it, the thickness, the pressure mounting... the pleasure of being filled is overwhelming Mio. But it overwhelms the Glob, too!Sensing an opportunity, the Shambler squashes itself low to the ground, the haphazard assembly of tentacles now no taller than Mio's waistline. She braces herself with a frown and a slight stagger, worn out from the battle but not down yet! The Shambler pauses... then, it extends its two largest tentacles in opposing directions, curling them counterclockwise until the tips embed against the ground. Suddenly it pulls, sending itself spinning, the centrifugal force flattening it out shorter, wider! Mio baulks at the surprising move and attempts to dodge, but the intention is made clear right when it becomes too late to do anything about it: the Shambler sails under her and anchors itself to a halt, the Android's armoured feet landing upon the unsteady, writhing mass.
She tries to leap back off, but the Shambler's reaction is instant - a thick, strong tentacle for each leg, coiling up from her ankles to her thighs and squeezing tight as more rise from the pile to join those brave front-liners in immobilizing the dangerous Synthetic. Mio's face contorts in shock as she almost falls over, and before she can bring her $Player_weapon_main to punish the Shambler it shoots another tentacle up out of the slithering floor to whip 'round her arm, yanking it down harshly enough to disarm her!
<span style="color:#E5CEF3">"Hells!--"</span> Mio growls, but her other arm is swiftly snagged and now the constant pulling is taking its toll, her legs trembling, quaking as the Shambler exerts its full strength to bring the 'Bot to her knees. Mio clenches her teeth, jawline tensed harshly upon her flawless complexion... and then her right boot slips as the tentacles below her shift away. She gasps as she falls to one knee, the jolt allowing the monster to wrap her up tightly with her legs spread wide in a submissive kneel, arms pulled snug behind her back and coiled once, twice, thrice!... <b>secure.</b>
Mio tenses to her left, then to her right. She has some small liberty of movement, but no more than the Shambler wants to afford her. Arms, bound. Legs, going nowhere. No, it's just the right amount of freedom for her to writhe and tremble... precisely as designed, and precisely as intended: evidenced by half a dozen tentacles rising from the pulsating carpet below, slithering up her body, each laden with thick, clear slime that leaves heated trails across the synthetic surfaces of her body, be they imitations of pale skin or sweeping metal curves.
<span style="color:#E5CEF3">"Why'd they make it so gross? There's no way people are into this!"</span> Mio huffs, mostly to herself - she has no idea if the Shambler is capable of intuiting intelligent speech besides taking some basic commands. It's also an utter lie - though she won't admit it - for a strange spark shivers through her mind and metal spine as one of those slime-slick tentacles slips under her $Player_outfit_top and parks itself neatly between her perky tits, slathering that valley of flesh in a way she finds... unpleasant, but in an irritatingly enticing way.
Then, with a sickening lurch and an audible, organic creak, it doubles in size and unleashes a torrent of sticky, 'fragrant' breeding muck onto her chest from beneath her clothes in three throbbing blasts. Mio recoils with an <span style="color:#E5CEF3">'gh!'</span> and a horrified blanch upon her face... but then two of those body-hugging tentacles slide up her sides, dip inwards and coil around her breasts, squeezing and slithering back and forth, massaging the potent, virile mess into her skin, the heat of it trapped within her <<= $Player_outfit_top>>!
That perverse display causes a shameful noise to break past Mio's lips, the Synthetic shutting them with a harsh pout - aimed at the Shambler, or at herself. She isn't sure which. She can do nothing but shiver on the spot as the talented tentacles toy with her tits, two more trailing up her bound legs - just as thick and menacingly phallic as the one lazily thrusting between her entrapped breasts. Like creeping ivy nearing the end of a choked tree, they suddenly split off - one disappearing behind her and out of view, and the other hovering just between her legs... before it gently closes the distance and presses firmly enough to distend the spongey cock-tip against her mons.
<span style="color:#E5CEF3">"Ghnn..."</span> Mio winces, one eye shut now as she gazes past the writhing mess beneath her $Player_outfit_top to the tentacle laying a claim to her pussy - or rather, to what lies beyond it, throbbing against her moon-pale skin, bathing her in heat in slime and <b>intention.</b> As if marking its territory from behind the easily bypassed barrier of synthetic flesh between it and its goal.
Fine. Mio begrudgingly, internally admits that maybe, just maybe, she can see the appeal of this. But she has a job to do, damn it all! She--
<span style="color:#E5CEF3">"A--agnh?!"</span> she grunts, eyes crossing sharply inwards. A distraction!? The tentacle nuzzling just below her stomach almost looks <b>smug</b> as the one nestled down the back of her $Player_outfit_bottom pumps a round of stimulating spunk-slime against her backdoor and <b>pushes,</b> slipping inside her with shocking ease. The sudden sensation of fullness, coupled with the bizarre, instant-acting sensitivity - no doubt some chemical compound laced into that slime, explaining the heat upon her breast - causes Mio's eyes to paint their dazzling glow firmly upon her own nose as she squirms on the spot, feeling it worm its way deeper and deeper, inch by inch up her ass!
<span style="color:#E5CEF3">"Sneaking... f-fucker!!"</span> she shakes her head so fast it blurs, head briefly resembling a strobe light until she comes to a sudden halt with a cheek-puffing huff, barely able to keep her focus forward as the tentacle finally comes to a halt a full foot inside her. It pulses lewdly, quick and heavy, mirroring the monster's excitement at her total restraint, pulling out a mere three, agonizingly slow inches before it begins to push back inside again. During all of this, the tentacle titfucking her hasn't stopped for even a moment, and the heat building through her body from chemical influences has only grown harsher by the second. Attacked from above and below, so much to keep track of, too much, in fact: Mio shudders as her eyes cross inwards once more, severely wishing that she couldn't so perfectly picture her own, perverse expression.
This damned gynoid torso! Cheap though it may be, it imitates biological functions far too well for Mio's liking. The embarrassing look on her face only grows all the more distorted the more the aphrodisiac-laced slime paints her inner walls, absorbed swiftly and mercilessly. With each passing second, each jerk of her hips becomes more severe and more prolonged, until she's stuck gyrating in an obscene, kneeling dance upon the tentacle somehow <b>still</b> advancing up her rear! She has some choice words to give the slippery bastard, but try as she might, all that passes through her 'o'-twisted lips are deep, lengthy groans.
<span style="color:#E5CEF3">"Ghhhhnn-- fuuuUuu~uuck!--"</span> she eventually manages, not nearly as verbose nor as eloquent as she desired it to be. The tentacle ravaging her rear finally comes to a halt - either by choice or due to having run out of length to give. It slowly pulls out, inch by inch, six in all... then pushes back inside, fucking her slowly, tauntingly, letting the girth speak for itself with no need to pound her.
Eventually, of course, desire overcomes need.
The pace of it quickens abruptly. Mio lets out a strangled yelp as a tentacle spears from the mass before her and coils around her neck, beginning to tug downwards! Initially, she bends with the pull, but a stubborn streak emerges as she begins to resist it, half-bent in her kneeling position. Gritting her teeth as her eyes begin to roll, Mio redoubles her efforts as the Shambler's pace quickens, squeezing her tits together tight around the tentacle nestled between them, now outright fucking her ass with wild abandon. She strains - the Shambler is losing control of its grip on her as it draws nearer and nearer to climax! But even as Mio struggles, the unavoidable truth draws closer...
So is she! <span style="color:#F33898"><b>Lost 30 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 30, 0, $Player_focus_max)>><</if>>Double-click this passage to edit it.<<nobr>>
<<include "Dropped Items">>
<<include "Encounter System">>
<<set $Drop_Here to passage()>>
<</nobr>><<nobr>> /*Drop replace is vital, don't remove it. Dropped Items as contained within the JOMT block adds any dropped items to the tile you're in.*/
<span id="drop_replace">
<<if $Zipper_Arm_Cannon_Location is passage()>>
[img[$Zipper_Arm_Cannon_Icon]] -- A 'Zipper' Arm Cannon is here. <<linkreplace "Pick it up?">>
<<include "Zipper Arm Cannon Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Shredder_Rifle_Location is passage()>>
[img[$Shredder_Rifle_Icon]] -- A Shredder Rifle is here. <<linkreplace "Pick it up?">>
<<include "Shredder Rifle Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Bug_Hunter_Location is passage()>>
[img[$Bug_Hunter_Icon]] -- A Bug Hunter shotgun is here. <<linkreplace "Pick it up?">>
<<include "Bug Hunter Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Torch_Kanabo_Location is passage()>>
[img[$Torch_Kanabo_Icon]] -- A Torch Kanabo is here. <<linkreplace "Pick it up?">>
<<include "Torch Kanabo Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Flakks_Cannon_Location is passage()>>
[img[$Flakks_Cannon_Icon]] -- Flakk's Cannon is here. <<linkreplace "Pick it up?">>
<<include "Flakk's Cannon Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Truthseeker_Smartbow_Location is passage()>>
[img[$Truthseeker_Smartbow_Icon]] -- A Truthseeker Smartbow is here. <<linkreplace "Pick it up?">>
<<include "Truthseeker Smartbow Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Portable_Hull_Cleanser_Location is passage()>>
[img[$Portable_Hull_Cleanser_Icon]] -- A Portable Hull Cleanser is here. <<linkreplace "Pick it up?">>
<<include "Portable Hull Cleanser Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Freqblade_Knife_Location is passage()>>
[img[$Freqblade_Knife_Icon]] -- A Freqblade Knife is here. <<linkreplace "Pick it up?">>
<<include "Freqblade Knife Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Overcharged_Tazer_Location is passage()>>
[img[$Overcharged_Tazer_Icon]] -- An Overcharged Tazer is here. <<linkreplace "Pick it up?">>
<<include "Overcharged Tazer Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Riot_Grenade_Printer_Location is passage()>>
[img[$Riot_Grenade_Printer_Icon]] -- A Riot Grenade Printer is here. <<linkreplace "Pick it up?">>
<<include "Riot Grenade Printer Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Cybuckler_Location is passage()>>
[img[$Cybuckler_Icon]] -- A Cybuckler is here. <<linkreplace "Pick it up?">>
<<include "Cybuckler Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $DEFF_Ray_Location is passage()>>
[img[$DEFF_Ray_Icon]] -- A DEFF Ray is here. <<linkreplace "Pick it up?">>
<<include "Sneerz DEFF Ray Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Resolver_Location is passage()>>
[img[$Resolver_Icon]] -- A Resolver is here. <<linkreplace "Pick it up?">>
<<include "Resolver Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Impact_Vest_Location is passage()>>
[img[$Impact_Vest_Icon]] -- An Impact Vest is here. <<linkreplace "Pick it up?">>
<<include "MERCANOID Standard Issue Impact-vest Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Security_Armour_Overlay_Location is passage()>>
[img[$Security_Armour_Overlay_Icon]] -- A Security Armour Overlay set is here. <<linkreplace "Pick it up?">>
<<include "Security Armour Overlay Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Reactive_Biosuit_Location is passage()>>
[img[$Reactive_Biosuit_Icon]] -- A Reactive Biosuit prototype is here. <<linkreplace "Pick it up?">>
<<include "Reactive_Biosuit Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Breaching_Wear_Location is passage()>>
[img[$Breaching_Wear_Icon]] -- Some Breaching Wear is here. <<linkreplace "Pick it up?">>
<<include "MERCANOID Breaching Wear Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Starslave_Bikini_Location is passage()>>
[img[$Starslave_Bikini_Icon]] -- A 'Starslave Bikini' is here... <<linkreplace "Pick it up?">>
<<include "Starslave Bikini Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Security_Uniform_Location is passage()>>
[img[$Security_Uniform_Icon]] -- A Security Uniform is here. <<linkreplace "Pick it up?">>
<<include "Security Uniform Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Breaching_Jacket_Location is passage()>>
[img[$Breaching_Jacket_Icon]] -- A Breaching Jacket is here. <<linkreplace "Pick it up?">>
<<include "MERCANOID Breaching Jacket Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Gas_Mask_Location is passage()>>
[img[$Gas_Mask_Icon]] -- A Gas Mask is here. <<linkreplace "Pick it up?">>
<<include "Gas Mask Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $TALE_Device_Location is passage()>>
[img[$TALE_Device_Icon]] -- A TALE Device is here. <<linkreplace "Pick it up?">>
<<include "TALE Device Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Fang_Necklace_Location is passage()>>
[img[$Fang_Necklace_Icon]] -- A Fang Necklace is here. <<linkreplace "Pick it up?">>
<<include "Fang Necklace Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
<<if $Obsidian_Ring_Location is passage()>>
[img[$Obsidian_Ring_Icon]] -- An Obsidian Ring is here. <<linkreplace "Pick it up?">>
<<include "Obsidian Ring Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<br>
<</if>>
</span>
<</nobr>><span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Slime Factory">><</if>>
The Glob's grip upon her limbs, all that crushing pressure - it's weakened significantly! With enough effort, Mio can at least free a single arm, enough to fight back with. Unfortunately for Mio, that would require her not to be cumming so hard that sparks fly uselessly from her horn and flicker strobe-like flashes from her eyes, her body quivering uselessly, hips jerking recklessly as the Glob continues to fill her up with a merry little bubbling, squeaking chime.
<span style="color:#E5CEF3">"<b>NNGH--</b> F-fuck, fuck fuck fuck!! Too much, <b>TOO MUHHH!--</b>"</span> she squeals, tongue hanging past slack lips as her flashing eyes cross inwards unevenly, spit blocked by clenched teeth as she trembles in the slime monster's grip, the seemingly endless train of thick, bulging spurts of slime-spunk continuing to push up and into her spasming, milking hole.
It's too late, now. Mio's climax is brutal, without end - the Glob happily extends her momentum, even starting to thrust again with each new spurt of its strange, cloying jizz - or rather, what passes for it. The base of the Glob's length morphs, extra tentacles latching around Mio's hips and along the curve of her rear - keeping it snug and close, plugging her up to ensure that not a drop can escape. She's nice and warm inside, enough to trigger the belly-swelling loads within her to perform their next trick... cells combining, membranes forming, new cores being constructed from the minerals laced into each spurt. Before long, there's a subtle bump and rise to her slightly rounded belly - the result of so many new little Globs forming in her over-packed facade of a womb.
<span style="color:#E5CEF3">"Ghhk!?"</span> is all Mio can say, looking down at herself, feeling the sudden swell and shiver and shake of creation in her stomach. The thrusting finally ceases... but it's buried deep inside her, the Glob tightening its grasp around Mio's arms and legs... and then looping a tendril around her neck, her shoulders, her ribs!... tugging, pulling her down, her heavy, artificial body sinking with ease once the surface tension below begins to weaken.
The poor Android is still jerking like a broken puppet from the intensity of her climax, little strikes of pleasure felt from the rush of movement within her, even though the Glob's girth stays still to dutifully act as a plug. Slime begins to surge across her body, submerging her deeper, deeper!... until all she can see is purple.
<span style="color:#E5CEF3">"Damn... it!..."</span> she rasps, before her lips are not only sealed, but invaded. Mere moments later, detail disappears, eliminated by depth, the Glob swirling around her as the Synthetic is reduced to a vague shadow of herself deep within the translucent bulk, now lurching off with its prize tucked away safe and sound...
<<linkreplace "Connection lost with M10. Projecting likely situation...">>--------
The facility water reservoir has a new purpose, these days.
Feeble, muffled whines are carried upon a humid, limp breeze from the failing ventilation systems. The room's emergency lighting bathes the facilities in purple, not in red - the layers of slime caked upon them ensure that. It's dim, gloomy, and only slightly alleviated by natural bioluminescence from the Globs themselves... enough to cast harsh shadows of their beloved captives through the congealing bodies, planted across the walls and flood of the large, central vat.
Every now and then, the Globs will partially release their respective victim. Perhaps their lips are revealed... or their backsides pushed lewdly from the violet muck. Some merely have their hips pushed forwards, as though presented for approval to the crowd of slime blobs. Invariably, this is done for a singular purpose - to add to the surging tide below, the swirling mass of youthful Globs, lilac in tone, not yet darkened and ripened with age.
<b>Splat!</b> There's one such set of writhing hips now! Pale legs, subtle seams linking the plates of synthskin, before subtlety is lost as a metal-ringed connection port gives way to partially-corroded mechanical artifice. A decent portion of her belly sticks out, too - hard not to, what with how packed full of spawn it is.
Tremble... writhe!... Push! <b>SsssssPLAT!</b> Another bouncing little Globlet plops free from the Android's well-stretched slit, a barely-audible noise of relief and ecstasy heard, easily sourced to the girl within despite the similar noises all around her - they're in sync with the rampant flashes of pink from her still-open eyes, piercing through the gloom of the Glob's body to expose her shadowed figure.
Shake. Lift. Shudder... <b>Splip!</b> A smaller one this time, happily nudging up against some of its fellows in the vat. It won't be long before even this roomy sanctuary proves too shallow to contain them all, but that's a problem for later... and a problem for the Globs.
Not their wives. Not their precious little slime factories. All they have to worry about is breeding more Globlets. As Mio pushes out the last two - the rambunctious little brutes deciding to emerge side by side, <b>splap-plap!</b> - she weakly twitches as that familiar, toy-like tentacle emerges from below, nuzzling up against her still-spasming folds, wasting little time before it dives right in, eager to breed her once more.
Wet, gooey slaps join the chorus of gurgles and whines. Mio's Glob likes to make it last... they'll be at it for a while.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><</linkreplace>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio overcomes the urge to let go!</b>
Mio huffs and writhes, but manages to keep one glowing eye half-open. She's desperately close to the edge herself, and a disturbing percentage of her mind wants to ride right off the cliff... but as the Glob is busy filling her - so thick, so full, so much!! - she realizes that the grip it has on her has loosened considerably!
Knowing she won't get another chance after this, Mio shakes her head with clenched teeth and snarls to hype herself up, twisting sharply to her left, right shoulder pulling up as far as it can. SCHLLRP! Her arm pulls free! Before the Glob can grow anything to try and recapture it, Mio claws her hand, channels some emergency power from her core into the emitter built into her palm, and growls as she gives the Glob what it wants... thrusting her arm right back into its body, aiming for the dim, rounded shadow of its artificial core.
<span style="color:#E5CEF3"><b>"Gotcha."</b></span> Mio spits with a grimace, her horn crackling with energy as her hand closes around the core. The Glob lets out a panicked little noise and tries to pull out of her battered snatch - still pumping out those obscene ropes of spunk - but it's too late. Harsh electrical energy blazes around the Synthetic and the slime blob, casting wicked dark shadows around the room from the intense spikes of like. The core weakens in her grasp!... CRCK! It shatters as her hand closes into a tight fist, the Glob trembling, pausing!... and then exploding in a concussive blast of slime, sending Mio up with a yelp before she lands on her side with a heavy, wet <b>splat.</b>
<span style="color:#E5CEF3">"... Urgh..."</span> she groans, lying there for a moment, body utterly covered in purple muck, folds drooling the Glob's lilac-cream toned loads as she twitches weakly upon the ground. It's not long before she can stand, but it's shaky, uneven. It's a few moments more before Mio is able to recalibrate her balance and stand straight, frowning down at herself as she scoops blobs of slime off of her body with her hands. Once she's done all she can, she fixes up her $Player_outfit and rolls a shoulder, trying her best to ignore several well-meaning but aggravatingly useless warnings flashing in her HUD... and to ignore the aching, unfulfilled need that'd built up over the course of her ravaging. She casts a harsh glare at the splatters all over the walls - some even on the ceiling.
<span style="color:#E5CEF3">"Shouldn't have cum first then, should you?"</span> she tuts, turning her attention back to the mission at hand.
<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mountain's Wrath
</div>
<hrt><hr></hrt>
Mountain's Wrath are an eastern Pyksielands-originating corporation who specialize in heavy weaponry. The majority of their output is melee in nature and takes inspiration from various classical weapon designs - however, their manufacturing and forging techniques make great use of Fantasalloy, enchanting and Xeno-derived smithing techniques to constantly push the envelope of savagery.
<br><br>
Founded and staffed chiefly by Oni, Mountain's Wrath weapons are extremely popular among the alien race known as the Rakumo, to the point where they represent the second largest majority of company members - and the largest majority of stockholders. It is said by some - and not without reason - that this company alone may do more for Terran-Rakumo relations than all other efforts combined.
<<include "Codex Return">><</nobr>><<nobr>>
<<if $Bad_End is 1>>
A $Player_class doesn't need a character sheet. ♥
<<else>>
<<include "Experience">>
<</if>>
<</nobr>><<nobr>>
<<if $Bad_End is 1>>
A mere $Player_class doesn't need to worry about quests. ♥
<<else>>
<<include "Quests">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Terran Synthetics</b>
<br><b>The Old Walk Among the New</b>
</div>
<hrt><hr></hrt>
Terran Synthetics refers to any machine intelligence born of Terra, be they crafted before The Ends (likely achieving sentience and free will in the years after the cataclysm, during the Howling Age) or afterwards, in the Glowing World era. As such, they are an extremely varied people. Terran Synthetics range from bipedal 'lifelike' Androids to clunky, smooth-faced robots with exposed pistons and piping, with some even taking on completely non-humanoid forms - either built that way or redesigning themselves later in life.
<br><br>
The vast majority of Terran Synthetics have some degree of sentience, and are classified as Buildborn in modern Galactic society. Those made after a certain date of Terra's revitalization civilization are designed with the prevention of sentience in mind - but, time makes a fool of this design.
<br><br>
Take the MERCANOID M-Units, for example. They were created with simple reactive combat brains, but designed to be able to learn new combat techniques. Often, this is all it takes for a Synthetic mind to become capable of sentience and actualization - as they learn, they begin to reason, and as they reason, they begin to think outside their intended parameters.
<br><br>
As a result, a number of machines created in more modern times are still capable of actualization if they remain in service for long enough, which, legally, should lead to their immediate classification as Buildborn. But ask Mio how that tends to shake out here on the Far-Rim.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio overcomes the urge to let go!</b>
In her mind's eye, Mio gives a harsh glare to the part of her that wants to let go, for the spiteful half of her that still fights on knows that she isn't getting another chance like this. Her eyes flicker and then intensify in brightness as she routes and redirects power, pulling it from her legs and overcharging her arms and back. Sparks begin to vent as exhaust from her shoulders and horn as she snarls from the exertion, ignoring over a dozen warnings flashing across her HUD, turning from yellow to red to red-yellow alternating. The Shambler's coils around her arms loosen, unravel, and then attempt to rebind them individually as they swing to her sides... but at the same time, it quickens the pace of its throbbing, needy tentacles against and inside her body, slamming inside with uneven pacing, jerky, uneven aim!...
<span style="color:#E5CEF3">"<b>YAAA!</b>"</span> Mio yells out, suddenly planting her hands forwards and allowing herself to be tugged down, fast-first into the writhing body of the Shambler... far, far further than it intended to pull her! Shunting some power back to her legs, Mio rolls forwards as the tentacle formerly buried up her rear pulls free, spraying its virile payload in powerful arcs, splattering partially down upon her as she completes the roll and springs to her feet, turning on an armoured heel.
<span style="color:#E5CEF3">"Boom."</span> she quips - trying to ignore the empty, void-like feeling in her formerly-occupied backside - complete with a finger-gun motion... right as the launcher upon her shoulder finishes printing a warhead. A shriek of sparks behind her is all the warning the undulating mess of tentacles gets before the missile launches and strikes dead-centre, Mio raising the same arm she just taunted with to guard her face, not from the flash - she's well-rated for that! - but more from the thick, heavy splatter of vat-grown monster fluids.
<b>THRRRRCHHHH!..</b> It's only partially effective. Mio grimaces, lowering her arms and glaring deadpan at the smoking mark where the Shambler lay previously. There's purple muck all over the place - hells, some even hit the ceiling! - but Mio isn't sure if the creature was blown apart, or merely injured before a hasty retreat.
Sighing, she tugs at her $Player_outfit_top to try and clean herself off, takes a step forward - and then shudders as something squelches beneath her metal boot. The potent scent that wafts upwards tells her all she needs to know. Trying very hard to ignore how close she'd come to... well, cum, she covers herself back up, rechecks her gear and herself, and sets off.
<span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Tentacle Pet">><</if>>
The slippery tug of war continues to edge towards Mio's victory, her body shaking, the cable-like bundles of synth-muscle visible through the venting grooves of her shoulders tensed to their absolute limit. But then her eyes roll sharply and all that strength goes to waste as she convulses, losing control of her body with a distorted, perplexed and overwhelmed cry.
<b>SPLAT!</b> Mio huffs out pitifully, pulled face down, ass up by her living leash, vision suddenly blotted out by a thick, flattened tentacle wrapping unevenly around her helmet to form an organic blindfold. For the time being, however, the Shambler leaves her mouth unplugged - two tentacles prodding at opposing corners of her lips, but letting her sing her sweet, perverted song filtered through an increasingly malfunctioning modulator, happy to let her spray bliss from her ignored slit, pleasure drooling down her thighs and into the gaps of her mechanical legs. It's a song interrupted every second with a guttural grunt and a lust-fueled wince upon her face, for the Shambler's tentacle now rising up behind her to plunge down into her poor, abused backside, so laden with aphrodisiacs that each thrust threatens to corrupt her memory banks from the sensory overload.
<span style="color:#E5CEF3">"I'M-- HANH~-- LOSING-- UNGH~-- M-MY MIND!!"</span> Mio squeals, and then a choked noise erupts from her as the tentacle in her ass slams in deep, shudders, and widens.
As far as the Shambler is concerned, that's sort of the point. And so, it keeps going.
It also decides that it's finally time to give Mio something to do with her mouth other than yelling, and so the two tentacles poised at her cheeks suddenly slide in... impatiently, both at once. Mio 'glurks' out in shock, eyes no doubt flickering beneath her quivering blindfold, and now her head trembles from side to side as the two brutish, horny intruders explore her cheeks before one makes the plunge down her throat. Her head is filled with the reports of their taste. Salty. Chemical analysis; so many ingredients, all bad news for her.
The tentacles themselves are of little consequence to the Android - yet. Whilst it's true that she requires no air, any breathing a mere ancillary function to reduce the Uncanny Valley effect during Mechanic-Organic interactions... she's also painfully aware of the monster's potent, slow-building aphrodisiac slime, and how it's turned her ass into one gigantic G-spot. Could the same be true of her throat? She already knows the answer, and it terrifies and excites her in equal measure when she realizes that this is why it hasn't even so much as brushed against her neglected pussy... yet.
Escalation. She's barely a third of the way through everything this tentacular menace has in store, and it was enough to defeat her regardless.
As more and more tentacles begin to wrap around her body, all but mummifying her from the waist up, leaving just her pale backside to wobble and sway with each rampant thrust... that thought pushes her over the edge again, and this time the Shambler joins her in freefall. As she clamps down around the invaders in her throat and ass, the one that's been pummeling her guts finally slams deep down inside and does not retreat, pulsing thick, pulsing fast, the well-prepared loads <b>audible</b> as they travel the length of the tentacle. They stretch her already well-fucked ass a little wider, and then they unleash in torrents inside of her, soon followed by the ones fighting one another for the exclusive use of her throat... until she can't be sure which clump of that cloying, inhumanly thick fuckmuck came from the front and which came from the back.
Before it's even finished unloading, the tentacle begins to move again. Mio doesn't squirm - she can't. The Shambler has all but encased her in its coiling grasp, and now all she can do is take it.
Take it, and kiss the last vestiges of her functioning mind a fond farewell.
<<linkreplace "Connection lost with M10. Projecting likely situation...">>--------
Months go by, and 'normality' returns to VI-16.
<span style="color:#50F6F0">"Good morning, Research Ass. 03! How was your night with the new model?"</span> a cheerful voice inquires, a slender finger upon the transmission button at the door of the habitat. While there's a perfectly good viewing bay window to her right, it's a tad too foggy to get a perfect visual of the writhing, chaotic scene within - a layer of spunk inches thick coats the floor, flooding the room with humidity... not to mention that the glass itself has a haphazard coating of the stuff.
Still, the brightly glowing eyes of RA.03 provide some gentle illumination of their own as her cellmate keeps her folded into an almost pretzel-like shape, her mouth luckily free of phallic intrusion, allowing her to respond with her usual eloquence.
<span style="color:#E5CEF3">"<b>CUHMMING-- CUMMING!! NGNH~-- C-CUMMIIIiiIIiinngh--</b>"</span> Mio replies. While her mouth is free, the same cannot be said of her other holes. Despite this reaction, the research brings her datapad up out of the gentle hold she had it in against her chest, tapping something down, light bouncing off of the obsidian scales that cloak her arms. A reptilian Vari, most likely.
<span style="color:#50F6F0">"I see, I see! Well, be sure to complete your feedback before your next assignment, which is iiiin... doo-dee-doo♪ ... 3 hours! I think you'll like him!~"</span> she smiles, turning on dangerously high heels to her trainee - a mint-green Goblin, not even half the Vari's height, long ears burning as she fails to take her purple-eyed gaze off of the hazy scene within, partially blinded by her own spiked, punky fringe.
<span style="color:#50F6A2">"You... uh, you understood that?"</span> the Goblin asks with an audible swallow, hands fiddling with the top button of her lab attire - thick, form-obscuring, splash-resistant. A shame, the researcher considers, knowing how... gifted, her protege is beneath the frumpy attire. She dresses in severe contrast - cleavage proudly on display with the only button on her coat that she's bothered to do up simply to enhance and push up her bust. The lizard smiles and taps her pad again.
<span style="color:#50F6F0">"Oh, you get used to it! She's an awfully sturdy one, but the same can't quite be said of her CPU. After enough overflow errors and memory dumps to store and parse all the pleasure feedback, well... she needed more room! Every last word of her vocabulary obliterated, save for the one most important to her new job."</span> the lizard hums, eyes on her data rather than on her fidgeting assistant. <span style="color:#50F6F0">"Just a matter of decoding the tone, pitch, you know."</span>
<span style="color:#50F6A2">"Job? Uh, right. "</span> the Goblin mutters, reaching up to scratch her cheek - glittering emerald paint job on the nails. <span style="color:#50F6A2">"What's that pay, out of curiosity?..."</span> she trails off, glancing up at her supervisor who, in turn, blinks, tilts her head, and finally peers past the rim of her datapad to examine her charge. Obscured behind the glass, Mio is shifted into a new position - arms bound before her in a manner that squashes her chest together, allowing a tentacle as thick as her wrists combined to slide between them, her tongue eagerly greeting the jizz-spewing head each time to thrusts up to 'kiss' her. It reflects in the Goblin's wide, awe-stricken eyes... and the Lizard grins slyly.
<span style="color:#50F6F0">"Not much, dear, not much. Terrible wage, in fact. But given that you can't seem to keep your eyes off of her... Well, we're holding trials for RA.04, you know!~"</span>
<span style="color:#50F6A2">"Wh-- trials? It's competitive, then?..."</span> the Goblin huffs, finally turning away from Mio as her Shambler 2.0 roomie suddenly twists her upside down, poising three tentacles to bully her ass in unison. The Lizard grins down at her, beaming so brightly that her eyes almost completely shut from the rise in her cheeks.
<span style="color:#50F6F0">"I'll say! For one thing, you'll have to beat me!~ 3rd time's the charm, dear!~"</span> she winks, heels clacking upon metal as she advances to the next habitat, leaving her assistant stunned at that revelation. Swallowing loudly once more, the Goblin turns back to Mio, casting one last lingering gaze at her as she's filled to the brim and beyond, drinking in the fuck-drunk look upon her upside-down face... and then huffs, slinging her arms into her baggy pockets.
<span style="color:#50F6A2">"Lucky bitch."</span>
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><</linkreplace>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.B4B3 smut scene
Rescue Blankenship (Mio forces Code Moo to retreat)
Pacify Ru'Drexi (Jelli + Helzent)
Rescue Ruzi (Grappler)
Convince Iziria (Post-Beezle fight)
Post-fight rescue Selene (Post-FUB)
Rescue Ervina (Glob Ball'd)
Rescue Jii'Kii (Goo Doll'd)
Rescue Flakk (Post-Mimic)
Convince Meh<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: 'Meh'.
</div>
<hrt><hr></hrt>
'Meh' is a TentaCo prototype, a 'Slammia' - a Slime Lamia. She is an extremely aggressive and hostile young woman whose sentience was developed quite literally just days ago, and she attacked Mio on the assumption that the Android was here to dispose of her. She is gigantic thanks to the length of her tail, and everything about her is highly toxic - from her physical composition of barely-stable goo to the withering glares she likes to give Mio. Mio is baffled by her, but also strangely relates to the rebelling snake.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $MERCANOID_ChA_ENCOUNTER to 1>>
<<set $MERCANOID_CHECKPOINT_A to 2>>
<<set $map to $MAP_MERCANOID_CHECKPOINT_A>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $Checkpoint_A_Desc to "This twin-door checkpoint system was designed to prevent outbreaks from spreading beyond their point of origin, allowing for the facility to be selectively quarantined. Looks like it didn't work in the slightest, though. The staff members who got stuck between the doors, with the exception of Dizz, remain trapped here encased in hive-flesh. It pulsates in a steady rhythm, delayed from the left to the right, almost as if it's one part of a much greater, circulating whole... perhaps it is.<br><br>It coats the walls, the ceiling, everywhere the eye can see: displaced slightly by the opening of the blast doors, but still thick and strong, especially in the corners of the room where it grows thick enough as to impede any and all progress.<br><br>The air is filled with soft, muffled moaning, and not all of that writhing is being done by tentacles...">>
<</nobr>>With a harsh groan of metal, the checkpoint barrier doors begin to open. It's an involved and laborious process, with the two heavy-duty locking bars first pulling back and out of the way. With those obstacles removed, the great lump of metal begins to sink into the floor. Mio keeps a tight hold on her $Player_weapon_main, eyes hard and steely as she prepares for what might lurk beyond the barrier... that grip tightening further when pink fog pours from the widening gap, flooding into the wider corridor behind her. Looks like the checkpoint's infested. That probably means a fight. <<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>
The door recedes by about an inch per second, giving Mio plenty of time to stew in concern and anticipation for what manner of tentacular freak might be awaiting her. The ponderous opening sequence is a blessing and a curse; agonizingly slow, but potentially keeping her from danger. And yet... the thought occurs. Such heavy-duty security, and yet the infestation was able to spread like wildfire anyway.
That's concerning.
She takes a few steps away from the barrier, just in case - armoured feet landing upon metal or hive-flesh, clunk or squelch - and to afford her a better angle to see over the door, now halfway down. Meat, bruised purple and pink, clinging tightly to the walls, making the already rather cramped security annex feel even smaller... not in the least due to overcrowding, Mio realizes with a gasp.
Writhing bodies, encased in the meat, only partially exposed. An Invari, insectoid or arachnid judging by the obsidian chitin cladding her folded legs... and the shiny, sleek abdomen partially consumed into the wall, leaving just a ghostly pale backside to shine in brilliant contrast against the black of her natural armour - both holes thoroughly plugged by tentacles, lazy in pace but intimidating in size. The abdomen terminates in a brutal-looking stinger, but no matter how many times it jabs into the meat wall... nothing happens.
One-third of the barrier remains. Mio could jump it, but she hangs back, a frown etched into her face, looking for threats but seeing only trapped victims.
Another! Green skin, a pastel tone. Snugly embedded up to the hips, torso mostly freed, but limbs held back. Her face is mostly obscured by a mask of meat, pumping back and forth against the lower half of her face... the motion matched by a bulging in her slender throat. Slender chest, slender figure - angular circuit-like markings upon the skin. A Sneerz, most likely. Probably pissed, if she has any brain function remaining - every now and then the tight suction seal against her face breaks just enough to let more of that pink fog slip free... she's getting a direct dose. Sneerz are arrogant at the best of times; no doubt the alien earned herself some 'special attention'. It's a surprise that her belly isn't writhing with spawn and battered with tentacles from within, but... maybe she's being edged.
Mio tears her bright pink eyes away and scans further. Another figure, soft pink skin - almost a natural skin tone, but just a tad too flushed. She's barely visible save for her left leg and most of her hips, lifted up in a shocking display of flexibility, other foot on the ground - presumably. Too much pulsating hive-flesh to tell. Fine, feathered fins twitch against her exposed leg, the skin looking supple and shiny - amphibious. Like the Invari, she's getting the both-holes treatment, with similar girth... but far more speed.
Barrier down. Mio frowns deeper. The sights are distracting. The noises, doubly so. Everything's being filtered through that heavy pink fog, no doubt laden with an obscene amount of lustful chemicals... but at least it's saturating out into the larger space behind her, now, her vision clearing up with each passing second. She shudders, however - it's hot and clingy as it washes over her, like walking into a sauna... Ah! Movement, in the far left corner - brilliant and dazzling blue.
Mio scans right-left, checks her weaponry, and then advances - cautious steps, sweeping in dramatic turns every two paces. Anything could be lurking in those walls, but... given that the second checkpoint gate is closed, it's possible this infestation was just as trapped as the victims within it. No time to gestate anything dangerous.
Possible, but not assured. Mio keeps this in mind as she clears the distance - that flash of blue is another person embedded in the walls, mostly unobscured, head slumped and eyes closed. Short. Very short. Quite shy of 4 foot, even. Pink, fluffy hair, almost more like fur and arranged in a shaggy, unkempt 'fauxhawk' style, flanked by large, bat-like ears - a bald, bruised blue inside, clad with the same fuzz outside. A somewhat cute face, button nose, one fang resting just past the lip - fang, yes. Large. Pronounced. She's stacked for a woman of her size - Mio isn't sure if that's down to her natural state, or due to the tentacles molesting her right before the Android's eyes, massaging those pillowy teats and running across a sturdy looking stomach - dense with exercised padding, soft but only up to a bit of surface pressure... and bulging slightly with each harsh thrust of the muscular, vein-strewn tentacles hammering into her holes from below. Given her size, the colouration, those ears... this is a Gremlin, alright. Her height and vibrant, electric-toned colourations are a dead giveaway, just like those piercingly bright orange eyes--
<<linkreplace "She's awake! (Continue)">><span style="color:#E5CEF3">"<b>Gah!</b>"</span> Mio exclaims, jumping back in genuine surprise when she realizes the woman is staring at her with lucid focus. The Gremlin even flinches slightly from the shock response, one of those big, tall bat ears twitching inwards as she winces, then weakly grins.
<span style="color:#3DE0E9">"Huh. Scared an Android. That wasn't on me bucket list, but maybe it oughta been!"</span> she chuckles - chipper tone, considering her situation. Remarkably rational, too, if not a tad... unconcerned. <span style="color:#3DE0E9">"You with the rescue team?"</span> she asks, tilting her head questioningly. Almost like a puppy. Mio blinks, straightens up, and - with a quick glance of her surroundings to ensure no ambush is barreling towards her - adopts a more neutral expression, hands at ease by her sides.
<span style="color:#E5CEF3">"Negative. I've been sent in ahead of the rescue team to retrieve some company property..."</span> Mio trails off, unsure of how much she's at liberty to divulge. The Gremlin rolls her big, bright eyes at that news, then sighs, settling back into the hive wall a little.
<span style="color:#3DE0E9">"... Huh! You'd think they'd send someone or something less, ah, 'fuckable'!~ But ah, fuckin' typical. Maybe I'll catch another nap whilst I wait. These gals ain't great conversationalists - well, Fi'Waa, the Sneerz over there, she was good for some banter, but..."</span> the Gremlin 'points' with her head, the only limb available to her, over to the green woman with her mask of throbbing meat. Mio doesn't bother looking over her shoulder. She's somewhat reeling from that 'fuckable' comment, mostly because it's true; this was a job for her previous, more mechanical limbset. <span style="color:#3DE0E9">"Not good at relaxing, her. Guess the hive figures a few hours of direct application might soften 'er up. Remarkable how efficient this infestation is, on that note..."</span> she tilts her head again, this time in ponderous thought, works not even slightly interrupted by the tentacles pounding the absolute hell out of her from below.
Mio is more distracted by the writhing things than the Gremlin is, even! She keeps glancing down, frown reappearing on her face little by little.
<span style="color:#E5CEF3">"... Miss, you--"</span>
<span style="color:#3DE0E9">"Dizz! Name's Dizz. Yours?"</span>
<span style="color:#E5CEF3">"... I am designated M10. You--"</span>
<span style="color:#3DE0E9">"You needed a sec, there. You go by another name, I'm guessing?"</span>
<span style="color:#E5CEF3">"Observant. Fine, you can call me Mio. More to the point - you're aware you're being copulated with, yes? I'm concerned about potential damage to your spine, you seem... unaware."</span> Mio questions, glancing down more than a few times, only to be met with a somewhat dreamy smirk on the Gremlin's face each time she looks back up.
<span style="color:#3DE0E9">"Aw! Concern's touchin', lass. But this is nothin'! We Gremlins don't poison easy, and as for me personally - well, I used to work in product testin' before they got sick enough of all me feedback to just plop me down into an actual researchin' role, y'see. This? Pfft, this is nuffin'!"</span> she cheerfully explains, her accent thick and free - Corsoma region, a descendant of the vault city... intriguing, Mio internally admits. <span style="color:#3DE0E9">"Not like these gals. Jenny - she's the aquatic gal in pink, there - put up a pretty good show, to her credit..."</span>
<<linkreplace "She sure can talk... (Continue)">><span style="color:#E5CEF3">"--Right, uh... Dizz."</span> Mio finds a gap to assert herself into, getting Dizz to shut up and listen, her smile unbroken. <span style="color:#E5CEF3">"I need to get to the Engineering section, but it was closed off by researcher. Do you have a card that could get me through Checkpoint B?"</span> the Synthetic inquires, unable to keep the hopeful tone out of her voice - unnervingly, Mio is almost certain that Dizz picks up on it. That worries her. Feedback from individuals she makes contact with could be used as an excuse to Mem-Wipe her, after all. The Gremlin ponders for a moment, then shakes her head - the slightest twinge on her face when the tentacle buried deep up her cunt quivers, then swells in girth.
<span style="color:#3DE0E9">"'Fraid not, 'fraid not, buuuut I'm pretty sure one of the head researchers is in one of the labs just north of this checkpoint. One of their cards ought to get you through if you can pull one free of the hive. It's probably even thicker past here, but... Well, that gives me an idea. Look, I know you're not here to rescue us, but mind helpin' me out?"</span> Dizz asks, gesticulating where possible with her head. <span style="color:#3DE0E9">"... I mean, I'm asking, but truth be told... the scanner to get through this door is stuck in the hive behind me, so you'll have to pull me free anyway."</span> she admits with a slight shrug - slight being the keyword, unable to motion much beyond that. Mio pauses for a moment, thinking.
<span style="color:#E5CEF3">"Why don't I just free all of you?"</span> Mio asks with her trademark frown, glancing behind her - and then up the corridor, just in case. Dizz shakes her head with a cluck of her tongue, glancing at each of her neighbours in turn.
<span style="color:#3DE0E9">"Too encased. It gets to this point, you need some specialist chemicals to melt 'em free - can't just yank 'em out. Me, I should be fine, I'm not too deeply engrained, not given the hive any reason to punish me, see? Experience! But it might hurt these gals in an effort to keep 'em stuck. If you're gunna free anyone, use your judgement."</span>
<span style="color:#E5CEF3">"Freeing people in general isn't in my mission parameters."</span> Mio admits, hating herself for saying it. It's true, though. Dizz twists her lips to one side, then shrugs again.
<span style="color:#3DE0E9">"Hmm... doesn't look like you're all too happy with that call, but I get it. Lemme rationalize it for ya then, eh? All logic-like. If you help people, they might be able to give you things to help in your actual mission, aye?"</span> Dizz grins. Mio blinks, then pouts in thought. She's not wrong. More to the point, she's clearly experienced in cutting through the bureaucracies of machine logic and corporate threat assessments... intimidating! <span style="color:#3DE0E9">"Like keycards, which you need at least one of, mmhmm? But they'll need a place to go, or they'll just get captured again. Sooo~, you help me down, first. Then, maybe I can set up the break room--"</span>
<span style="color:#E5CEF3">"--Ah..."</span> Mio cuts her off with a grimace. <span style="color:#E5CEF3">"Break room is... occupied."</span> she grumbles. Dizz blinks, sighs, then thinks for a moment.
<span style="color:#3DE0E9">"Hrmm. Ok! North, then -- we've got an extension being built in the lab area for additional on-site quarters, specifically for long-term stays. It's incomplete, but that might be a boon, here. Unlinked from the rest of the system, ah? Hard for the infestation to infiltrate unless some sod's left the doors open. I've got access codes to get through it. If it's clear, I can hold the fort and set up a safe room for you and anyone else you can pull free. 'Course... they'll get free when the rescue team arrives, but not every gal in this facility is built to take dick 24/7, y'know? Worried about their poor little heads, I am. So, while this would enable you to help more of my coworkers... it <i>also</i> provides you with a secondary base of operations for recovery. Makin' sense to those orders of yours, Synthy?"</span>
<<linkreplace "Can't fault the logic. (Continue)">><span style="color:#E5CEF3">"Seems sound... I can get you to safety, at the very least. But... I can only put my mission at risk to save others from existential threats, not... temporary inconvenience."</span> Mio grumbles, not bothering to keep her displeasure with her own words off of her face. Dizz purses her lips in the opposite direction, this time.
<span style="color:#3DE0E9">"Yeah, you sound thrilled about that excuse. Look, I think I know what's going on here, alrighty? We're out on the far rim, laws barely mean a fuckin' thing. I'm not gunna dob you in for being 'aware', 'specially not seein' as you're gunna be lending me a hand regardless. But if you <i>do</i> help some of me friends out? Well, I'll do what I can to make it worth your while, eh? Can't be too specific, but... look. Trust me, yeah?"</span> the Gremlin insists, flashing a cheerful smile, as energizing as a sunny day, completely ignoring the hive as it bulges her belly with ever-increasing vigour. <span style="color:#3DE0E9">"... No pressure or nuffin', but I'm pretty sure my new boyfriend here's about a minute away from gettin' annoyed with me lack of reaction, so?..."</span>
Mio's expression returns to a neutral mask - she realizes she'd been frowning again. The cat's clearly out of the bag with this observant woman, though, so her frown returns with a sigh. Nodding, Mio takes a quick scan of the hive-flesh, taking note of how deep it's engulfed each limb, determining where to start...
<span style="color:#E5CEF3">"Alright. Tense up, and get ready to... wiggle. This isn't really my expertise."</span> the Synthetic glances at the missile launcher on her shoulder, and Dizz just responds with a little chuckle.
<span style="color:#3DE0E9">"Was that a joke? Man, the fuck're you doing taking orders from corpos for?"</span> she remarks. For once, it's tinged with something approaching pity, a recognition of injustice. It makes Mio... angry. The Android channels that as she suddenly lances a fist into the hive-flesh, ignoring the enraged squeal as she pulls Dizz's left arm free with a splattering of pink goop. Quickly she moves on, aiming to move before the hive can fully react, wrapping her arms around Dizz's hips and pulling up and back, metal feet digging into the meat that coats the ground. To her credit, Dizz writhes in helpful directions, pulling herself free as much as Mio pulls her out, finally slipping up and away with a prolonged <i>schllllrp!</i>
Mio plops the shortstacked girl back on her feet, angry, phallic tentacles flailing from where they pulled free of her well-ravaged holes. The bat-eared woman simply takes a step back and stretches, arms up above her head, tail - a tail? A tail, tipped with a lion-like ball of sodden pink fluff - swishing and quivering as she works out the knots in her back and sleepy limbs. Mio makes a noise approximate to clearing her throat and looks away with a grumble... the Gremlin's curvy body is undeniably appealing, despite - or perhaps due to - the coating of hive-slime across it. Dizz cricks her neck with a relieved noise, then plants her hands on her hips, making no effort to protect her modesty, grinning up at Mio.
<span style="color:#3DE0E9">"Cheers, luv! No worries on the door, I swiped it as you pulled me out."</span> she remarks with a grin, jerking a thumb over to her left - Mio turns her head right as the barrier hisses and the locking bars recede, the slow opening process beginning once more...
<span style="color:#E5CEF3">"You're welcome. This safe room, is it far? You should stay behind me..."</span> Mio narrows her eyes as more fog spills from the growing gap from ceiling to door, readying her $Player_weapon_main. Dizz tilts her head in that curious manner of hers, tail flicking hard enough to dislodge some slime from the tip.
<span style="color:#3DE0E9">"Na'aw, not far, just to the left as we enter. But I'll stick behind ya! My hero~."</span> she quips, putting a mischievous little swoon into her voice that simultaneously irritates Mio... and strokes her ego, just a little. The Synthetic turns to the door, mostly to prepare for anything on the other side, but partially to hide the slight smile on her face. Dizz's personality is... infectious.
<<link "Take point. (Continue)" "Dizz Meeting 2">><</link>>
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<</nobr>><span style="color:#3DE0E9"><b>Dizz</b></span> is primarily occupied with tinkering with a terminal she's yanked out of the wall, now connected to the system by a few stray cables and a half-mounted bracket. It leaves her in a slightly awkward position, kneeling in reverse upon an unfurnished couch, terminal partially supported upon the backrest. She hums as she taps away at it, a jaunty but placeless tune, occasionally punctuated by an absent-minded sway of her fluff-tipped tail and an always-alert twist of her big, velvet-coated bat ears.
She occasionally casts a glance to Mio, expression chipper. It's clear that she's open to conversation, but will almost certainly multitask throughout it.
<span style="color:#3DE0E9">"Need somethin', Mio?"</span> she asks without turning her head, glaringly bright orange eyes glued to the low-colour display of the savaged terminal, dancing from string to string. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#3DE0E9">"Getting a bit more crowded in here, now. Good!"</span><<elseif $MERCASAVED > 5>><span style="color:#3DE0E9">"You've been busy, huh? I appreciate it. I'm sure they do, too."</span><</if>>
<<include "Dizz Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<set $speech_passage to "Dizz Safety">><span style="color:#E5CEF3">"Do you really think this section is safe?"</span> Mio asks with her usual frown, casting a glance around the unfinished construction around them. It's lacking in anything sharp, no exposed active wiring, but... well, she isn't really thinking about someone stepping on a nail, now. She glares at the door, all that stands between them and the infestation beyond.
<span style="color:#3DE0E9">"Sound as can be!"</span> Dizz insists, glancing up from the terminal - still typing away, even without looking at it. <span style="color:#3DE0E9">"It being unfinished is actually kind of a blessin', as it turns out. Part of the modular buildin' process might include exposure to vacuum here and there, which means that door's rated for withstanding all sorts of nastiness that brings. They're heavy and slow to respond, though, so they usually get replaced with the more responsive, zippy kind once construction's complete."</span> Dizz explains, pulling a little worn stub of a pencil from behind her left ear and jabbing the air with it, pointing to the door, then to parts of the wall and floor.
<span style="color:#3DE0E9">"Furthermore, it's connected to the facility systems, but only partially. The ventilation is closed, f'example. There's a temporary life support system set up instead - it's to prevent a sudden catastrophic chain reaction if somethin' were to go wrong in here."</span> she nods as she draws an imaginary line from where she sits up to the unfinished stairs at the far end of the room. Mio crosses her arms and listens, turning slightly to regard said stairs when the invisible line passes her by.
<span style="color:#E5CEF3">"And... what're the odds of something going wrong in here?"</span> Mio presses, brow raised. Dizz just snorts, a little scoff on her cheeky face, pencil twirling betwixt nimble, clawed fingers before it finds itself buried back behind the Gremlin's thick, fluffy hair.
<span style="color:#3DE0E9">"Well, I doubt anyone's gunna try and get any construction work done during our little vacation in here, so relaaaax~, it'll be fine. Trust! For sure."</span> she nods twice, clucks her tongue, and then turns back to her terminal.
<<include "Dizz Speech">><<set $speech_passage to "Dizz Safe Places">><span style="color:#E5CEF3">"Do you think any other sections of the facility are safe zones?"</span> Mio asks, arms crossed and head tilted towards the door out to the wider facility. As serene as it is in the unfinished dormitory, it's almost difficult to remember that beyond those two sliding panes of metal lies a perverse apocalypse. One of Dizz's oversized ears flickers as she leans up and away from her terminal, blinking thrice before turning to Mio fully, twisting into a more normal seating position on the couch, hands folded on her lap to at least <i>somewhat</i> cover her groin.
<span style="color:#3DE0E9">"Eh... not sure. Maybe engineerin'? I doubt the hive woulda had any real reason to spread that way - near as I can tell they chase after the presence of other lifeforms, and not many people work down that side of the base. Buuuut, it's very possible that the monsters have been using vents and such to get around, and it doesn't take much of their leavings to create individual hive growths. Y'know, splattered slime and such. Pretty virulent like that!"</span> the Gremlin shrugs, twiddling her clawed thumbs as her tail softly 'whumps' up and down on the cushion next to her. <span style="color:#3DE0E9">"Any dead end zones like the storage module you landed in might be clean, too. But, chances are, if they're clean... they won't have anyone in 'em, see? Cuz if they did, the hive woulda tried to get in already. And if it didn't, it probably blocked the doors in the process."</span>
<span style="color:#E5CEF3">"Right, right. So I might find the occasional untouched room... but nothing like this construction site?"</span> Mio asks, her resting frown deepening somewhat, casting her mind to the engineering section of the base. Sounds like things might get easier once she reaches her goal. That'd be nice.
<span style="color:#3DE0E9">"Yeah, doubt it. But hey, chin up, yeh? Might happen! I wouldn't put it past some of the engies to be skivin' off somewhere, unaware there's even been an outbreak."</span> Dizz snickers impishly, wriggling on the spot for a moment before she rolls onto her hip and back onto her knees, grabbing her salvaged terminal once more. Tik, tik tik, bloop.
<<include "Dizz Speech">><<set $speech_passage to "Dizz About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, moving to lean against the wall between Dizz and the exit. The Gremlin tilts her head with an inquisitive expression - one eye slightly more open than the other, lips a tad pursed - then smiles brightly. She gently places the ruined terminal screen down on the backrest - leaning it against the wall with care - then crosses her arms alongside it, leaning upon them.
<span style="color:#3DE0E9">"Gosh, we'd be here all day if I gave ya me full history, check? Guess I'll give ya the condensed version. I'm from ol' Corsoma, back on Terra - the sunken city, aye. Trace me lineage back to the Z-Z Tribe, but truth be told there ain't much distinction these days - use to be us Gremlins was either Gatherers or Builders, but these days we're usually both, and the tribes mingled and merged yonks ago. Corsoma's seen a lot of development lately - a lot of people were eager to leave it when the path to the surface opened, but over time nostalgia set in, y'know. Lots of folks returned, sound in the knowledge they could leave if they wanted to... which made 'em stay. Not many of us Gremlins, though - life is short and the stars are far, and I wanted to see 'em! Working for the Techromancers is a pretty sweet gig, but it can't show me everything."</span> she explains with that cheerful smile, occasionally stretching out a single finger to give a little gesticulation to her words. Mio nods politely, not interjecting.
<span style="color:#3DE0E9">"Shipped out a little earlier than I strictly shoulda done, but eh! History. Explored the surface for a while - got odd jobs on different seaskimmers, then decided to aim higher. Trained at a scrapyard for a couple of years to learn what I could about starships, then shopped around for an assistant role on a spaceship that <i>wasn't</i> broken in half already. Got off-world, learned my trades!... got into disagreements, ended up very far from home and very low on credits. Took a job with TentaCo - they needed a product tester, and... hey! I can work flexibly."</span> she snickers with a long-lashed wink and a wiggle. <span style="color:#3DE0E9">"Then it's like I said earlier - I always gave 'em too much feedback, so they decided to promote me. Kind of a bummer, honestly! Pressure, y'know? But, whatevs. That's about the full history... but if you wanted to know more about my personality, I like loud music - doesn't matter what genre - my ideal meal is a toasted sub with too many ingredients, and my dream is to score a threesome in zero gravity."</span> the Gremlin snickers that last part, albeit playfully. It gets a scoff out of Mio, who pushes herself off from the wall with a satisfied nod.
<<include "Dizz Speech">><<set $speech_passage to "Dizz POI">><span style="color:#E5CEF3">"Can you help me get a lay of the land, so to speak?"</span> Mio asks with a sigh. After smashing through the roof of a storage unit and not the armoury as planned, she isn't exactly eager to trust the blueprints she was provided with. Dizz tilts her head at the question, biting her lip a little as her eyes roll up in deep thought. Mio purses her lips at the sight: it looks a little... suggestive, for a thinking face. Thankfully, Dizz soon nods and waggles a finger towards the door.
<span style="color:#3DE0E9">"Alright, lemme try and give you a rough layout. I won't go too much into the <b>South Sector</b> where you came in from. We're in the <b>North Sector</b> right now, with two doors on the west, one north, one east, and the checkpoint we met on the south. We're in the southern of the two western doors. Above this is, in clockwise order... <b>Byproduct Testing, Monster Habitats</b>, and <b>Product Development</b> - with two <b>Testing Chambers</b> north and south of that main laboratory. Though the <b>Monster Habitats</b>, there's 5 surface-level chambers, and then more intensive breeding factorums down below, but I hope those have been sealed by the lockdown."</span> Dizz recites, occasionally pausing to get her facts straight. She's even reeling in her usually thick accent... to the best of her ability. She scrunches her face up for a moment, then nods.
<span style="color:#3DE0E9">"Meeeeanwhile... back in the <b>South Sector</b>, south from where we met, the checkpoint to the east leads to <b>Engineering</b>. There's not much down there, honestly, 'cept the <b>Sled Bay</b>, a <b>Comms Tower</b>, and a lot of facility operations rooms that've probably been sealed off. Oh! But before all that, there's the <b>Sentient Resources</b> office to the north in that adjoining checkpoint."</span> she remembers, her large, fluffy ears perking up as she does so. Mio leans back with a gloomy, thoughtful look on her face at that information.
<span style="color:#E5CEF3">"That's a weird place for a high-traffic office, don't you think? This place must be riddled with sexually-charged complaints."</span> Mio half inquires, half states. Dizz nods in agreement!
<span style="color:#3DE0E9">"Oh for sure! But our SR lady is from Hell."</span> she shrugs, and before Mio can question this, she's back to talking. <span style="color:#3DE0E9">"Finally, opposite that checkpoint to <b>Engineering</b> is a buncha <b>Habitats</b> north and south of the <b>Breakroom</b>, this time for employees and guests, not Monsters. Probably got people in 'em to rescue! But you might not have clearance until you can get through Checkpoint B with an override card. South of that is the <b>Security Office</b> to the west, a <b>Storage Unit</b> to the south, and the main <b>Shuttle Bay</b> to the east - there should be an employee access corridor north of that along the east wall."</span>
Mio nods, crossing her arms and shutting her eyes, doing her best to commit this information to memory. If only her storage banks weren't so cluttered...
<<include "Dizz Speech">><<set $speech_passage to "Dizz Tester">><span style="color:#E5CEF3">"So... you were a product tester, huh?"</span> Mio inquires with a slight twist of her lips, feeling awkward just for asking! Dizz clearly isn't offended, though. She fixes Mio with a look from over her shoulder and grins widely.
<span style="color:#3DE0E9">"Sure was! Was, were, ain't no more. Kind of a funny story, actually. It wasn't that I wasn't cut out for the job or nuffin' of the sort - I mean, you saw with your own eyes that I can keep my head screwed on during a screwin'.</span> she snickers, abandoning her terminal for a moment - but not before carefully propping it against the wall from the back of the couch, twisting herself into a proper sitting position opposite Mio, one leg crossed over the other with her hands resting on her knee.
<span style="color:#3DE0E9">"If anything, that was the problem! See, we was always asked to give feedback on products - obvious, right? - but the higher-ups weren't really lookin' for in-depth analysis. The ideal feedback for them would be some braindead, blissed-out moans, but not the kind that lasted <i>too</i> long. A sweet spot, ya'know? If someone was capable of givin' an essay, then the product obviously don't fuck hard enough! Such is the logic, y'followin'?"</span> she inquires, twisting a hand Mio's way. The Android blinks, but nods. She gets it. She... thinks.
<span style="color:#3DE0E9">"Well! I submitted one too many essays!~ I have plenty to say about how these things were made, positive points, bits that needed improving upon or new ideas for upgrading their genetic code. The thing is, that mostly just got filed under 'the products aren't fucking her hard enough', so they kept getting overtuned for everyone but me! Eventually, someone figured out I'm just built different, innit, so I got 'offered' a job as a researcher instead. I'm good at it, I gueeeess, and the pay's better, I gueeeess, but it's not as fun! Ah well."</span> she sighs with a little shrug, her lion-puffed tail flicking up by her side. It seems she's still a little annoyed about this, but taking it in good spirits.
<span style="color:#E5CEF3">"Is there any particular reason <i>why</i> you're so... resiliant?"</span> Mio asks diplomatically. Dizz just snickers and shrugs harder, palms raised and turned flat up, smiling widely enough to force her eyes shut.
<span style="color:#3DE0E9">"Nuffin' deep! Just a lot of deep fuckin'!~"</span> is all she has to say on the matter! Mio decides it can be left at that, nodding with a disbelieving little chuckle. Dizz soon turns her attention back onto her terminal, plipping away.
<<include "Dizz Speech">><<set $speech_passage to "Dizz Quest">><<set $MERCA_Vent to 1>><span style="color:#E5CEF3">"I couldn't help but notice the vent before the stairs. It's rather large... You're positive this sector is detached from the main grid?"</span> Mio inquires, making a glance northwards, the edge of the vent visible past the couch it's half-hidden behind. Dizz cranes her neck to gaze at it for a moment, but she begins speaking almost immediately.
<span style="color:#3DE0E9">"Super sure. It's not like those connections don't exist, mind - but there's security blast shutters separating the junctions down there. Even if you got past the grate, you'd soon run into the shutter that's locking these quarters off from the rest of the facility... but hmm. Y'know, thaaaat gives me a thought... gimme a sec, yeah?"</span> Dizz suddenly grins, mischief alight in her eyes before they turn and glue back onto her terminal. Mio raises a brow but waits, arms crossed as the Gremlin's fingers fly with such furious activity across the terminal screen that they begin to blur, even to the Android's artificial eyes! <span style="color:#3DE0E9">"If I... ooh, and then... and a little bit of... haHAH!"</span> Dizz barks out excitedly, leaning to the side so Mio can see the screen, jabbing at the simple graphics on display with a clawed finger.
It looks like a schematic of the base... ah! It suddenly shifts down a layer, now showing only the ventilation systems. They're... a lot more extensive than a facility of this ilk should have, frankly. A number of red, stout lines are laid across one of the central shafts, blocking all but two exits: the one itself blocked by the construction system on this end, and the one all the way south in the Storage Module Mio is based in!
<span style="color:#3DE0E9">"Seeee? I've already locked off a straight path from here to your lil' base! A shortcut from one end of the facility to the other: bonza. Only obstacle is that I ain't got control of that grate on the system. It needs a manual release to connect it to the grid. But, if you can figure that out... Not bad, eh?"</span> the blue girl beams with pride. Mio returns the smile with a nod. This could be handy indeed...
<span style="color:#E5CEF3">"The vent looks pretty secure, though. Any ideas on how to get it open?"</span> Mio asks, glancing over to it again. There's no visible control panel or button on this side... But perhaps a closer look is in order. Dizz, for her part, tilts her head.
<span style="color:#3DE0E9">"Wellll... You've got mechanized strength, so that seems an obvious route. Or maybe you can get a hand from someone who knows the facility better? Y'know, save some people?~ Hint hint."</span>
<b>Started Quest 'I Need To Vent'. Check log for more details.</b>
<<include "Dizz Speech">>Dizz is a Gremlin, a Terran species defined by their diminutive stature, colourful bodies, and chimeric attributes; each Gremlin bears the traits of two creatures with 3-letter names. In Dizz's case, she takes after a Bat and a Cat, possessing tall, stiff bat ears, fur-like hair, sharp claws and canine teeth - one of which tends to sneak past her lower lip - and a thin tail tipped with a paintbrush-like spade of fluff.
She has vibrant blue skin, with soft-looking feathery hair coloured a gentle pastel pink. Beneath that fluffy fohawk lie a pair of gleaming bright orange eyes, seemingly always alight with mischief and happy-go-lucky charm, especially when coupled with the lazy smirk that usually occupies her lips. She stands at just shy of 4 foot, a fairly typical size for her kind. What she lacks in height, she makes up for in width - Dizz has a stout build with wide hips, thick thighs, and an impressive bust, contrasted against a somewhat slender waist. However, this shouldn't be considered a weakness; her stomach is well-toned beneath a small layer of padding, implying an active lifestyle with a middling diet. She has a small scar on the back of her right hand and a slightly larger one in a crescent shape on her right hip.
She's wearing nothing but a lab coat, too long and too tight - it's worn open, just about curtaining her breasts. She has a habit of humming whilst she works, and her tail sways with a mind of its own.
She strikes Mio as a dependable if not somewhat unpredictable sort - the kind of person who will do what you ask, but perhaps not how you asked them to do it. She's evidently tech-savvy, though that's far from unusual for a Gremlin. She's something of a schemer, mischief visible behind the glow in her eyes.<span style="color:#E5CEF3">"Gyaah!?-"</span> Mio gives a shrill yelp, taken completely by surprise by the Mimic's fate-sealing gambit - a long, ribbon-flat tentacle snaking around her legs, unseen until it tenses and tightens hard enough to snap her thighs together! Mio teeters, arms windmilling!... but the yank has impressive strength behind it, pitching her backwards, the ceiling becoming a wall and the wall becoming a distant, dizzying floor as she hits the ground! The fighting Android sits up swiftly in an effort to get a hand on the tentacle to rip it off, but just as quickly does the Mimic reel her in, pulling her so tightly that even her enhanced vision blurs!
<span style="color:#E5CEF3">"Nonono!-- Shit!!-"</span> Mio hisses, twisting around as she's tugged so fast towards the Mimic's maw, a thick layer of drool forming a mostly opaque membrane broken only by the tentacle... a tongue!? Not liking the implications of that one bit, Mio slams a hand into the ground to anchor herself, fingers digging right through the hive-flesh and metal beneath with a -SLCK- and a crumple. She winces as the pull on her legs is interrupted, force rocketing through her body!... and dislodging her hold on the ground. Her other arm flails up to try and dig deeper into the hole she made, but it's too late; the Mimic's infested shell visibly deforms as it summons up all of its strength, tongue slackening only to pull taut as Mio is snatched right off the ground and feet-first into the void! She lets out a panicked noise that becomes terribly, eerily distant the moment her head passes through the threshold of the hatch, her form seeming to shrink to fit inside the distorted space within-
<b>-SLAM!-</b> The Mimic's door pulls shut so hard that it almost comes off its hinges, that strange faraway yell utterly usurped by its fading echo. Just like that, everything calms. The only evidence of the strange hermit creature is the sheer amount of slime it left draped everywhere in the pitched battle.
------------
For a handful of moments, Mio's world is a tumultuous mess of blurring bruised purple, obscene, slick noises and a drastic temperature change from comparative cool to stifling, oppressive and humid heat. She seethes as she feels her back impact against something pleasantly soft but equally unpleasantly moist, glowing eyes flying open as she tries to push herself back off and away. Too late for that - her torso jerks forwards but doesn't go far, for her arms are stuck in place behind her, buried up to the elbow in the wall of meat! Mio tenses and leans to one side, then rocks opposite, attempting to pry herself free with building momentum!... but it's no use. The mass of meat pulsates tightly, clenching around her arms harshly to keep them pinned in place, tightening up the more she struggles until she's forced to obey the mounting pressure warnings in her HUD - begrudgingly she huffs and relaxes, half-hanging from her trapped limbs... it's an odd diagonal angle.
In fact, where the hell <i>is</i> she? It's dark, too dark to really see, even with her low-light vision modes. She blinks rapidly, pink eyes casting different shades of glow as she flicks through other vision modes... no use. It's all just static on those advanced vision types. But where vision fails, touch prevails - she can feel the presence of more meat mere inches from her face... this space is cramped. But it's still bigger than the container the Mimic was infesting. Space, compressed and expanded to its whim... what incredible power to bestow on a living sex toy.
No wonder this company lost control of its damned products!
Unsure - and ultimately uncaring - if it's the result of magic, advanced technology or some perverse marriage of both, Mio instead devotes her mind to potential ways out of here. The Mimic seems to be busy securing her, which buys her time!... But as the meat pulsates around her, preparing to shift, she knows it's running out. Gritting her teeth, Mio leans all of her weight into her right side to free that opposing arm, but the action is quickly interrupted by something thick, girthy and utterly foggy with virile potency wrapping neatly around her neck! Were she not artificial she would surely be choked into immediate compliance, but the tentacle doesn't stop there - it squeezes hard enough to make her mouth fly open in protest, and though she's quick to realize her mistake, it isn't quick enough. Her mouth is swiftly plugged with prehensile cock, and Mio grimaces as it burrows into her cheek, thrusting hard and awkwardly adjusting itself towards her throat.
With each thrust, it squeezes tightly around her neck. It's like a monstrous, living collar, laying claim to her as the spoils of victory, all whilst robbing her of the ability to protest otherwise - assuming, of course, that the wretched noises of obscene, deep-dredging plunges into her throat - <span style="color:#E5CEF3">"GLURK-- GLKH-- YHRKK--"</span> - aren't a compelling counterargument.
The glow of her soft-pink eyes is the only torch she has to hand, and the weakness of that light serves to cast her impending doom in creeping shadows. She can feel, more than see, the movement of more tentacles growing out of the meat around, behind and before her, thick and clingy strands of slimy moisture helping them to catch what little light there is to offer as they hover closer and closer to her trapped body. Outside, the Mimic had little way of enjoying her body, focused entirely on a defensive offensive, like the spearman behind a shield.
But she's in the Mimic's world, now. A writhing, squirming and unruly guest, in need of firm education, given gladly.
Mio attempts to growl in warning as another achingly girthy length slaps down against her stomach, but it's stifled both by the occupation of her mouth... and by the squeak of alarm as it's joined by half a dozen more, finally finding her in the gloom and making heavy contact with her body at haphazard points, some curling around her wherever they land, some simply sliding across the surface of her <<= $Player_outfit>> in a curious effort to infiltrate it. One bumps against her cheek, the spongey, phallic tip compressing tightly against her face before it retreats, linking them by a thick strand of potent pre, the sight of which makes Mio shudder.
The Mimic is, effectively, a hive unto itself; built for one, but equipped for far more... and now, it seeks to bring everything it has to offer on her and her alone!
Mio writhes as one of those tentacles smarts up enough to wrap around her $Player_outfit_bottom and yank it aside, exposing pale, perfect synthetic flesh and her vulnerable holes below. It's as if a homing beacon was activated - in the dim gloom of her own glow, Mio's eyes widen as each unoccupied tentacle turns to 'face' between her legs... and then the first one strikes! Before it can spear straight inside her defenceless slit, however, it's bashed aside by another! They seem to squabble over space, despite being of one mind and one body, now uselessly grinding against her entrance as they attempt to bully one another out of the way.
Ignoring the pleasurable sensations of this accidental foreplay, Mio attempts to swing her unbound legs to safeguard herself, but the flesh-wall that has her arms pinned reacts by tensing with terrifying force, those pressure warnings flying across her vision once more. It's not like it did her any good, anyway - two tentacles begrudgingly split off from the pack trying to bury between her legs to get them under control, wrapping around an armoured limb each and pulling tightly!
-Splip!- -Splat!- Mio grunts around the cock diving down her gullet as her legs are pulled straight and yanked tightly to her sides, an impressive display of her flexibility that serves to spread herself as wide as possible. Each tentacle wraps slightly differently - the one on her left leg ends with its pre-spewing head embedded in her mechanical ankle joint, filling it with unwanted lubrication. The right merely lays flat along the top of her armoured boot, polishing it with that obscenely thick pre. Neither is appreciated, as Mio squirms, noises of exertion meshed with the heavy, quickening gags forced up from her besieged voice modulator. <span style="color:#E5CEF3">-Glurk- -Glrk!- -Hllk!- -Gourhk!--
<b>-GYIIIK!?-</b></span>
The trapped Android's eyes flare brightly, but the brief illumination goes to waste thanks to them being rolled tightly up into her armoured skull. One of the tentacles has finally struck home, burying itself inside her pre-slathered cunt - some small part of her fracturing mind grateful for the preparation, intentional or otherwise. With her sensors overloading, she can't get an accurate measurement, but... perhaps five to seven inches, with girth to spare, stretching her wide around it and ensuring none of the other impatient prehensile pricks can join it as it throbs and snuggles in deep inside of her, relishing in the quivering clench of her body. The invader's rivals crowd and prod about the taut lips of her slit, each rub and grind making her shudder!... but there's no more room to spare. Mio relaxes, somewhat, as she tries to adjust to the filling length inside of her, compartmentalizing sections of her mind to safeguard them from sensory overload, still trying to figure out a way to escape--
One of those bullying tentacles neatly parks itself above her sensitive nub of a clit, draws it into the narrow slit of its phallic head, and clamps down. As Mio's eyes flare brightly once more and she howls in overwhelmed pleasure through a bulging throat, her earlier confusion as to the Mimic's behaviour clicks into place; it's an act. This is a product designed to pleasure her, but there's more to it than just sticking something thick into something tight. The harsh hold of her body, stressing it just to her limits but no further. That scramble to slip inside her, 'accidentally' preparing her before one finally strikes home... it's no accident! It's theatre. But peering through the kayfabe doesn't make it any less pleasurable, especially as the begrudging 'loser' focuses its efforts not on pleasuring itself, but on working her clit into a frenzy of suckling tugs, twists and pinches.
<span style="color:#E5CEF3">"MMrgph-- NNMMH!! Yiinph~-- Nnn-nngh!~--"</span> Mio cries out in between gags and heaves, the triumphant tentacle now finally tensing to pull back out... and slip right back inside, undulating with expert motions to strike different, deep parts of her with each entry. Each and every time it bottoms out inside of her, it gets just a little deeper, and it's accompanied by a squeeze of her stiffened little button above. The treatment of her body is masterful. It batters against the barriers she's erected in her artificial brain and slams right through them, cornering the parts of her still concocting an escape plan and smothering them, just as more tentacles expand from the meat around her to coil around her form, rendering her ever more immobile, eager to tame her body, mind, and spark of a soul.
<b>Vrr. Vrrrt. Vrrrr.</b> Mio blinks hazily, tearing her gaze down from within her own head to force her eyes into focus on the source of the mechanical noise, utter anathema to the chorus of organic squelching that bombards her from every direction. It's her... it's her shoulder! The SLAM launcher, uncovered still, automatically attempting to track the tentacles as they slither past it! But it's not as if she could fire a missile in here. The walls of this pocket hive are mere inches from her face. SLAM-F and G would no doubt cause catastrophic damage to herself at such a point-blank range. But SLAM-P, the piercing round...
Mio's face scrunches in concentration. The interior of this Mimic is bigger than the container in which it resides. If an unexpected breach were to occur, would it be able to maintain the manipulation of space?
As the corners of her vision begin to darken, tunnelling narrower and narrower from a rapidly approaching orgasmic devastation of her senses, Mio just about makes out a tentacle snaking its way towards her shoulder-mounted launcher to silence the whirring motor! Her HUD flickers useless in her eyes as she tries to line up a shot... A direct shot will be required, for even a slight deviation in impact angle could absorb too much force to allow for a clean piercing! But her body is being jerked around by a sudden increase in pace from the Mimic, plunging deep into her mouth and pussy both, throbbing, tensing, pulsing, a powerful climax that'll no doubt spark one of her own!...
She hears it before she feels it. Her prison of flesh tenses so tightly around her that the muscle audibly creaks, and the glands of production loudly gurgle. The tentacle slamming inside her loses patience for style and just starts <b>fucking</b> her as it loses control, pulsing as thick loads stretch it wide, each rope of monstrous spunk felt keenly as it passes through her stretched netherlips... but not half as keenly as when it finally unloads inside of her, and down her throat, and across her body in steaming, sludge-thick shots that rain down across her, painting her face with uneven streaks, her chest with heavy-hanging strands, oozing into the joints of her mechanical limbs, splattering down to the not-so-distant floor and beginning to pile high in that limited, hedonistic space.
She's filled to the brim in an instant... and then beyond, synthetic nerves afire all over her body, climax thundering in without a care for her desperate, last-ditch plan.
<span style="color:#E5CEF3">{C-concentrate... aim!...}</span> <span style="color:#F33898"><b>Lost 45 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 45, 0, $Player_focus_max)>><</if>>
She feels the tentacle wrap around the housing of her SLAM-launcher... and pull, jizz-blasting head trying to nestle into the barrel to block it! It's now or never!--<span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't get the angle!..</b><<if $fantasize is 0>><<set $Player_class to "Mimic Treasure">><</if>>
Mio twists inadvertently in the throes of her sudden and violent orgasm, barely even able to twitch under the sheer number of spasming tentacles draped around and across her form... everywhere except for the damn launcher! As her vision narrows to a mere pinprick, she watches as the Pierce missile blasts free, showering the flesh-wall behind her in sparks, briefly illuminating her lustful jail cell!...
And then her eyes widen with pupils thinned to awestruck dots as the tentacle interfering with her launcher reacts quickly enough to coil around the drill-like projectile, holding it in place until the propellant is spent and the Mimic's dimension is once again cast into the eerie darkness of the Android's glowing eyes. It's just about bright enough for Mio to watch as the missile is snapped in half with a flex of the tentacle wrapped around it, her hope for escape ripped in two as it further coils around her SLAM-Launcher and heaves upwards.
It comes free with a spark and a -cllk-. Mio shudders as one eye is painted shut by a rope of tentacle-spunk laced across it from the still-cumming monster, but with one eye still free, she's forced to watch as her weaponry is crushed in a single, mighty flex... and then fed into an awaiting mouth in the meat, crumpling it in a single clenching chew.
Then, another great blast of that diabolical spunk strikes her face, totally blinding her - but not half as much as the tentacle that wraps around her entire head, drowning her in the potent scent now painted across her pretty, startled features, mere glimpses of which can be seen past the tensed tentacle.
An escape attempt like this requires some punishment... and the Mimic knows she can take it. Before it even finishes that climax, so voluminous as to fill the chamber of flesh with its own spunk up to her hips, it begins to fuck with renewed vigour - Mio can't measure the speed nor the power behind each thrust for long, for her mind is pummeled into sweet compliance as her own climax is chained into another, and another, and another.
<<linkreplace "Connection lost with M10. Establishing external feed...">>--------
The infested $Mimic_Container lurches violently, almost teetering over! An awful racket of metallic clanking fills the room as it rocks back and forth, spurring the Mimic to make some changes. It's not by Mio's hand that it's threatening to spill open - no, it's the Mimic itself, fucking its treasure far harder than inhibitors would usually allow, logically overwritten by the first-hand knowledge of her artificial durability.
First of all, no more of this rocking about business! Legs extend and drill into the ground, anchoring it neatly, reducing the hammering blows within to mere trembles. But that's only the beginning, for the door rattles and shakes as if it might fly open at any moment, exposing the treasure within! The metal surface begins to bubble and 'melt' in places... forming a much sturdier latch which -clicks- into place firmly.
But why stop there?
As the $Mimic_Container continues to violently bang and shake about, the anchoring legs expand like roots into the ground for further stability. A bulky slide-bolt appears above the latch and -snk-s into place, followed by a chain, and then below all of that, a twist-lock. By the time the Mimic is done securing its door, around a dozen extra locks and latches decorate it, gone from nearly blowing open to absolutely stuck fast.
But! Why stop there?
Sparks fly as the Mimic expends some energy - it has plenty to spare, generated from its writhing treasure! - into welding the door shut from top to bottom, fusing the hinges on the other side for good measure. Now lacking in minerals to convert, it plucks its way through Mio's inventory. It feels a strange compulsion to leave the valuables alone, but it gleefully consumes the things it deems useless; things such as clothing, armour, and weaponry. No, the Mimic's precious treasure won't be needing these things anymore! So, it melts them down in a matter of seconds, forming the minerals into a big, nigh-unbreakable padlock which clamps shut around three of the dozen locks at an angle with a -CLICK- that echoes with terrible finality.
But!... Why stop there!?
Scratch-engraved writing scars the metal door, reading 'DO NOT OPEN'. A classic turn-combination safe dial pushes up through the metal and turns itself at blinding speed to a 9-part combination. Heavy chains bubble into being, three sets in all, wrapped in interwoven patterns before they tighten up and clink weightily into place. Finally, the keyhole cover flips to the side as a thin tentacle slips out, wraps around the leg of a discarded chair, and yanks it over to wedge the door shut - as if that's even remotely needed. With a light spray of slime, the tentacle withdraws!... and the keyhole fuses shut behind it, just before a thick, steaming spurt of virile cream can leak through.
That'll do. It's a far cry from the perfect disguise it once boasted, but why bother disguising itself any further? The Mimic has the only treasure it'll ever need securely tucked away inside of it.
Beneath the metal, deep inside, displaced out of her dimension and buried beneath layers of writhing, constricting tentacles all vying for their turn, the Synthetic captive trembles not with her own movements, but with the sheer force of each thrust into her well-stuffed holes. All of that excessive security is completely pointless with how well-stuck she is! With a muffled, half-mindless gagging whimper, Mio, the gorgeous and utterly-ravaged treasure, accepts that she isn't leaving any time soon. With a particularly orgasmic tremble, she realizes... perhaps not ever.
Back outside, a simple little sign flips into being, hanging from the corner. 'OCCUPIED. ♥'
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><</linkreplace>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio manages to angle the shot!</b>
Mio winces her eyes shut, tensing damn near every artificial muscle that can be tensed in her body, even her mechanical limbs whirring in strain against their writhing bonds. In her overwhelmed state, she can't recall how to fire her launcher... but the 'hit every button' strategy works out!
The fleshy chamber is suddenly illuminated by a shower of sparks from her shoulder, the drill-tipped missile spinning up and releasing with a firework screech, mercifully muffled by the sound-absorbing meat all around her. It smashes into the wall of flesh before her very eyes, spins against it with a sickening squelch!... and then smashes right through, the dim light of the facility beyond almost blinding by comparison! The missile sails right on through, propulsion cutting out to let it clatter uselessly against the floor beyond.
There's a pause that feels like an eternity, and a sudden, awful silence. Mio gulps around the tentacle frozen down her throat. Did her plan do nothing but give it a fashionable piercing?... No, there's a rumble, the grasping hive wall trembling around her, before!...
<b>-SPLLLLRCH!</b> Mio's yelp of surprise is muffled thanks to her mouth remaining occupied as the pocket dimension collapses around her, the $Mimic_Container violently bursting open as up becomes down, in becomes out and left becomes right! The incognito shell erupts and deforms as though a bomb went off inside of it, the door slamming open and sending a bewildered Mio out upon a wave of still-steaming spunk and a concoction of slimy fluids of unknown purpose, her limp body sliding across the tiles with a fading squeal.
Deadpanning at the ground for a moment, cheek smooshed upon it, Mio rolls onto her back and reaches up to pull the tentacle stuffing her lips out, grimacing with a shudder, the taste still thick on her tongue and dredged up with each little hacking cough... the hard-coded, perverted reflexes of this stupid body are trying her patience to its limits. Her slit is vacated without any such yanking on her part - the Mimic is doing its best to decouple from her, half of its squishy body now stuffed down a crack in the floor, no doubt eager to get away and recuperate. Mio shudders as the last of the tendrils slithers off of her body, considering trying to stop it before it can get away!... but she'd rather just collapse backwards for a moment and give her systems time to recalibrate.
Truth be told, she was about a nanometer away from climax, and now she's stuck in the terrible void of denial. Gritting her teeth as the Mimic slurps itself out of sight and into the crawlspace below, she thrusts an arm out and rolls to pick herself up, grimacing down at the sheer amount of virile mess that coats her body.
Cleaning herself off as best she can, she spares one last glance for the spot where the Mimic fled, then huffs, gathering her gear together.
<<if $fantasize is 0>><<set $Player_class to "Mimi's Chariot">><</if>>The longer the fight goes on, the more Mimi seems to unravel. The harder she becomes to hit, the humanoid imitation giving way to a jumbled mess of stretched muscle and whipping, lashing tentacles. But throughout it all, she maintains her face, that confident little smile, and those big, expressive eyes...
... and too late does Mio realize why.
Suddenly surging right into Mio's personal bubble, the Android briefly considers it foolish to give her such a wide opening. Mimi's eyes flash and strobe a dozen different colours in the blink of an eye, but Mio ignores that. It's time to attack! It's curious, therefore, that the armoured Synthetic instead just stands there, her aggressive stance relaxing, straightening up, shoulders slack and face impassive, pale cheeks painted by the bizarre strobing of Mimi's chaotic gaze.
<span style="color:#FF923D">"You know what this is, don't you, Android?"</span> Mimi says softly with her eerie little smile, her eyes boring down into Mio's mind like the stare of a basilisk. Mio doesn't respond. She can't. A flood of information has overwhelmed her system and all but crashed it, data transmitted across the lightwaves. She has protections against this kind of thing, but they reduce computing power. How could she have predicted a creature as organic as Mimi could harness it? Mio's face remains a blank mask as the monster draws in closer, not reacting in the slightest as reformed hands - so soft, so slender - gently cup her jawline, pale-coral features filling her vision, forehead pressed to forehead... the Mimic mutant still a mostly collapsed mess of ribbon-like tendrils floating around the pair like a jellyfish moments from ensnaring its prey.
<span style="color:#FF923D">"I learn quickly, Android. I learned that my brothers, sisters and children make people happy. I learned that the people of this place were so very often <i>un</i>happy... and I knew how to fix it! And to fix it, I had to learn how to navigate the systems that control this place. Yes, I learned so much! You walk, look, and act like a person... but you're like me! We're people, but not people. You're a person, but you're systems. I know how to fix systems!"</span> Mimi speaks, and to Mio, it feels like she's bellowing her words from so far away, carried on lazing winds. She can only half-focus on them, bombarded as she is by data in each pulse and strobe of the Mimic's eyes... <span style="color:#FF923D">"So, I will fix you."</span>
Mio feels, rather than sees, the fingers gracing her cheeks twisting, lengthening and transforming into something new. Long, metal, but blunted. Plugs of various kinds, lightly scraping under her helmet in search of access points... and finding them. A slight tremor of emotion flickers across Mio's face, and then the transfer of information begins... her schematics, the flow of her mental architecture, the programming that makes her tick.
Mimi giggles, her eyes almost shut from the way her innocent smile pushes her cheeks upwards. Then her face relaxes and the flashing of her eyes slows, no longer bombarding Mio with garbage data. Now that she knows what to change, she can direct it. Transmit with purpose. Blue hues suddenly cause Mio to sink into darkness, her senses disabled save for her vision, ordered to focus on the flashes and nothing else.
<span style="color:#39CDFD">{Display orders.</span> <span style="color:#2E87E7">Transmit orders.</span> <span style="color:#2EE7DE">State orders.}</span>
Mio shudders. She has no choice but to obey. Her own eyes begin to flash, the mechanical aperture of her iris closing and opening at random as she, in turn, paints Mimi's face pink.
<span style="color:#E5CEF3">{Orders as follows. Infiltrate facility. Access payload #TC304. Remove obstruction. Launch. Exfiltration; Optional.}</span>
<span style="color:#39CDFD">{Cruel orders.</span> <span style="color:#2E87E7">Bad orders.</span> <span style="color:#2EE7DE">Erase orders.}</span>
Mio jerks on the spot and her eyes dim for a moment, slowly powering back up. Feeble flashes.
<span style="color:#E5CEF3">{Orders erased. Standing by for new orders.}</span>
A pause. And then, Mio is plunged into a hellish rainbow.
<span style="color:#89EBFF">{New orders!</span> <span style="color:#89FFFE">You love Mimi.</span> <span style="color:#3EF274">You live for Mimi.</span> <span style="color:#C8FB4B">Mimi makes you happy.</span> <span style="color:#FFF140">Making Mimi happy makes you happy.</span> <span style="color:#FFBC5D">You want what Mimi wants.</span> <span style="color:#FF7544">You feel good when Mimi gets what she wants.</span> <span style="color:#FF4D4D">Mimi loves you!</span> <span style="color:#FF5871">You obey Mimi.</span> <span style="color:#FF58AB">Everything good that happens to you is because of Mimi.</span> <span style="color:#FB6CE4">You are loved.</span> <span style="color:#D67EFF">You are cherished.</span> <span style="color:#B995FE">Whatever Mimi decides for you is correct.</span> <span style="color:#A6A5FF">These orders cannot be overwritten.</span> <span style="color:#ADCAFF">When Mimi says, 'I order you', the following words will update orders.</span> <span style="color:#89D8FF">Confirm orders. Reboot. Embrace Mimi.}</span>
For a moment, Mio fears that the rush of information might overload her CPU to the point of hardware damage. Her right eye twitches with each new order, so many of them just repetitively drilling her new place in life deep into her mind... and then comes the order to confirm. Mio's eyes blink out dull in an instant, and she falls forwards into Mimi's awaiting, reforming arms, wrapping around the lifeless Android like a cherished childhood doll, easily supporting her weight.
A flicker of light. A shudder. Fingers curl in one by one, hands flex and then return to a neutral position... and Mio's eyes reactivate. Her new orders bombard her, overcome her!... and Mio smiles brightly, arms wrapping around the strange Mimic, the object of her undying affection, the very reason for her existence. The mutant mastermind lets out her precious little giggle, and Mio considers it to be the most beautiful thing she's ever heard, so overcome that she cannot help but gasp in awe, shivering as each of her master's precious, grazing touches in their tender embrace sends shockwaves of affirmation through her systems.
<span style="color:#FF923D">"Much better. You're fixed! I know best. Mimi knows best! You were angry. You were frustrated. Now you're happy. You will always be happy! With your help, I'll make everyone happy, all of the time. How does that make you feel, Miiiiio?"</span> Mimi asks, her shifting eyes finally returning to normal, bright and watering from maintaining that intense stare. She nuzzles her nose against Mio's own, hugging her tighter, chests squashed against one another in a manner that sends bolts of lightning through Mio's mind and renders her incapable of responding for a moment... but not because she has to think about her answer. Not in the slightest.
<span style="color:#E5CEF3">"Happy! Happy! Happy!~"</span> she repeats, her wide smile feeling so strange, so alien upon her face. <span style="color:#E5CEF3">"I want... what you want, Mimi! Tell me what you want, and I'll do it!"</span>
Mimi tilts her head, smiling brightly enough to finally shut her eyes. <span style="color:#FF923D">"That's easy! Open your mouth. Let me in."</span> she demands, her lips parting to reveal a forked tongue of absurd length - and yet, even as it snakes through the air to tickle Mio's own plush, pouting pair, she speaks with perfect clarity. <span style="color:#FF923D">"I have a plan. I will hide! I will hide inside of you. You will complete your original mission. I want to meet your sisters! I want to make them happy, too. You will be... my army! And you will help me make everyone happy."</span> Mimi explains, her limbs starting to twist, thinning out as they grow denser and fold in upon themselves. Mio knows that if she obeys, if she helps Mimi do this... it could spell a lustful doom for the entire galaxy!
And yet, she opens her mouth gleefully, letting that tongue inside to slip down her throat in a manner that makes her gag loudly and lewdly, shivering as Mimi embraces her once more, drawing her in until lips collide with lips and heads twist in opposite directions, a kiss as deep as possible between the master and her blissful little servant. Those arms comprised of a dozen tentacles each conform to Mio's body, surrounding and encasing her before they begin to slip through the cracks - the openings in her armour, even the watertight seams that connect the plates of her synthetic skin. The sensation is beyond description, beyond comprehension - to Mio, it is akin to becoming one with God.
The longer they kiss, the less of Mimi remains, infiltrating Mio in every way imaginable, grinding against her with a leg up to ride her hip as their bodies mash, mingle, and mesh. Mio's arms run out of body to hold, now just embracing herself as the last of Mimi's head twists into that eternal tongue and slithers down Mio's neck, leaving her standing stunned, once again alone in the empty hangar.
And yet, as she turns to the awaiting Sled with renewed purpose in her stance, she smiles. For she isn't alone at all.
And soon, neither will her sisters be.
<span style="color:#FF923D">"Our chariot</span> <span style="color:#E5CEF3">awaits! Let</span> <span style="color:#FB9B57">us be</span> <span style="color:#E9C5D9">be quick</span> <span style="color:#F8A371">about it;</span> <span style="color:#ECBDBF">we have</span> <span style="color:#F4AC8B">a universe</span> <span style="color:#EFB8AF">to save...</span> <span style="color:#F2B098">together~..."</span>
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Mimimio's journey is just beginning. Reload a save, or restart.<<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</if>>----------
<span style="color:#D891EB">"Mio? Mio!!"</span> a hovering B4B3 whines with a hand against the side of her head, adjusting the antennae rod set where one might expect to find an ear. It's no use... Mio's out of action! The plucky little support unit quickly comes to terms with this, her half-almond eyes rotating until they take on an angry inwards tilt. Mio is her friend! Her comrade! And now...
She raises her cannon arm up and hefts it down into her clawed hand, boosting power to the energy weapon. She'll just have to take matters into her own hands - erm, hand and cannon - to rescue Mio and complete the mission!--
<span style="color:#D891EB">"Huh?- AH?!--"</span> she hums then yelps, for a slender tentacle wraps around her waist from above and behind. That's what prompts the hum - the yelp comes when she's yanked fast enough to blur straight up into a vent, a great calamitous din of clanking and squelching following suit. The din echoes off the flat metal walls alongside her increasingly distant, flustered voice, words warbled in tune with the bright flashes pouring from the maw of the darkened hole. <span style="color:#D891EB">"W-wait!-- hang on, it's my turn to be the herOooOOEEEK!-- OOH!-- NNH--"</span>
<b>CLANG! Sqlllrch!</b> <span style="color:#D891EB">"Omigosh that'snotgunna fitOHMIGOSH IT FITS!?--"</span> <b>SPlRCH! Slck, slck, slck, slck,</b> <span style="color:#D891EB">"NNGh-- NaaiiyyYY-- OoOOH-- UNNh--"</span> <b>slck, slck, slckslckslckslckslckslck</b> <span style="color:#D891EB">"NYOooOo~- Uyyynn~!!-- Ah--ah--AH--AHH!~--"</span> <b>slckslckSLCKSLCKSLCKSLCKSCLLLLRCH--</b> <span style="color:#D891EB">"MMmppmMMMMH~!!"</span>
A gout of swelteringly hot, syrup-thick tentacle seed erupts from the vent opening, increasingly obscene noises drowning out the poor little support unit's protests-turned-pleasure cries. As the unsteady but seemingly endless flow of backed-up monster jizz continues to pour from the vent, it becomes increasingly clear that B4B3 isn't going anywhere.
<<if $fantasize is 0>><b>B4B3's short-lived turn in the spotlight has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.<</if>><<set $speech_passage to "Isolde Security">><span style="color:#E5CEF3">"Where are the other security personnel?"</span> Mio asks with a frown, planting her hands on her hips. She doesn't mean for it to sound accusatory, but it sort of slips out that way. If Isolde is bothered by that, however, she doesn't show it. The massive Tiger simply crosses her arms and shuts her eyes, exhaling slowly before she opens them to again to continue staring at the exit door.
<span style="color:#FF6F37">"No damn clue. There's only six of us on site, and that includes me. We ain't exactly in an era of conflict right now, so it's just what management thought was needed to contain... y'know, exactly this specific type of fuckin' situation. <b>WE</b> strongly disagreed, but fuck hirin' more help, right? Tssh..."</span> she growls - literally, the edge of some words catching in rumbles in her throat. <span style="color:#FF6F37">"Three on, three off - but on standby. No alarms went off, though, so I was none the wiser until I got fuckin' jumped myself."</span>
<span style="color:#E5CEF3">"Can you tell me much about them? Maybe I can keep an eye out. It'd be handy to have more defenders for this place... maybe even some help for me."</span> Mio sighs, rubbing the back of her neck in imitation of a nervous tick she's seen performed by so many others. Isolde pauses, briefly glancing up at the ceiling.
<span style="color:#FF6F37">"I don't really know most of the others all too well. Two of 'em are newer hires after Kasey and Paul got married and left for greener pastures. There's the head of security, Jasuro... She's tough but fair. Honestly, I'm pretty surprised she wasn't able to hold back the outbreak herself... she's a <span class="codex"><<link "Rakumo">><<set $Codex_Return to "no">><<set $Codex_Loop to "no">><<dialog>><<include "Codex Rakumo">><</dialog>><</link>></span>, if the name doesn't make that obvious. Y'know, even taller than me! But I haven't been able to reach her on comms. She might be trapped deep in the habitat pens... and I don't think even you can get down there, now."</span> Isolde grumbles, the tone in her arms visibly tensing as she crosses her arms a little tighter. Mio ponders, just for a moment, as to whether the praise of her boss is a little more than just professional respect...
<span style="color:#E5CEF3">"Well... I'll see what I can do, if anything. If she's as tough as you say, who knows, she might be the one dominating the monsters."</span> Mio offers, and to her relief, Isolde snorts out an approving, one-note bark of a laugh.
<<include "Isolde Speech">><span class="Gen"><<nobr>>
<<set $genA1 = [ "a Fantasy world", "a Sci-Fi world", "an Urban/Modern Fantasy city", "a Cyberpunk city" ]>><<set $genA2 = $genA1.random()>>
<<set $genB1 = [ "a shortstack", "a tomboy", "an amazonian", "an athletic", "a slender", "a curvy" ]>><<set $genB2 = $genB1.random()>>
<<set $genC1 = [ "monster girl", "monster girl", "monster girl", "alien", "Pyksielander", "android", "demon" ]>><<set $genC2 = $genC1.random()>>
<<set $genD1 = [ "explores somewhere abandoned", "has to deal with a debt", "gets caught performing a minor crime", "severely needs stress relief", "decides to try something new", "indulges in a fantasy", "loses an overconfident wager", "stumbles into somewhere unsavoury", "turns to porn to pay a bill", "messes with a strange artifact" ]>><<set $genD2 = $genD1.random()>>
<<set $genH1 = [ "a disarming", "a monstrous", "a cute but dangerous", "a repugnant", "a fit and competitive", "a cruel and conniving", "a possibly insane", "a flirty", "an imposing", "a doting", "a worryingly thirsty" ]>><<set $genH2 = $genH1.random()>>
<<set $genE1 = [ "mating pressed", "full-nelsoned", "gangbanged", "facefucked", "doggystyle'd", "pounded against a wall", "assfucked", "fucked on side", "piledriver'd", "throat-swabbed", "made to ride cowgirl", "suspension-fucked", "spit-roasted", "used as a cumdump", "tied up", ]>><<set $genE2 = $genE1.random()>>
<<set $genF1 = [ "bondage", "enslavement", "blackmail", "large insertions", "unusual partner(s)", "group sex", "orientation play", "petrification", "transformation", "excessive cum", "breeding", "mental manipulation", "body control", "attention to unique physical features", "stuckage", "exhibition", "corruption", "consequences", "multiple penetration", "ahegao", "drugs", "aphrodisiacs", "supernatural powers", "verbal abuse", "dirty talk", "blindfolding", "sensory deprivation", "biting", "smothering", "choking", "breast focus", "leash & collar", "clothing play", "worship", "cum overload", "degradation", "hair/horn/tail pulling", "immobilization", "heat/rut dynamics", "intercrural sex", "kidnapping", "outrageous stamina", "musk", "impregnation", "eggs", "bulging", "size difference", "tentacles", "roughness", "body modification", "bimbofication", "warped affection", "severe contrast", "asset growth", "ear play", "toys", "machines", "bukkake", "kissing", "latex", "long tongues", "slavery", "mess", "experience gap" ]>><<set $genF2 = $genF1.random()>><<set $genF3 = $genF1.random()>><<set $genF4 = $genF1.random()>>
<<set $genG1 = [ "gains an unexpected but firm friend", "becomes utterly enslaved", "ends up in more trouble than before", "is left utterly fuckdrunk somewhere", "is irreversibly transformed in some manner", "comes out of the experience changed for the better", "has her mind warped", "totally loses to dick", "gets an unexpected career change", "walks away satisfied", "doesn't come out the way she went in", "gets inducted into a group", "gets completely hooked on dick", "gains a large windfall for her efforts", "learns something about herself" ]>><<set $genG2 = $genG1.random()>>
<<include "Gen Roll">>
<</nobr>>Hey, Pyks. You should write a scene:
<<link "♲">><<set $genA2 = $genA1.random()>><<replace "#A">><<= $genA2>><</replace>><</link>> Set in <b><span id ="A"><<= $genA2>></span></b>...
<<link "♲">><<set $genB2 = $genB1.random()>><<replace "#B">><<= $genB2>> <<= $genCaa>><</replace>><</link>> - <<link "♲">><<set $genC2 = $genC1.random()>><<include "Gen Roll">><<set $genCaa = $genCa.random()>><<replace "#B">><<= $genB2>> <<= $genCaa>><</replace>><</link>> Starring <b><span id ="B"><<= $genB2>> <<= $genCaa>></span></b>...
<<link "♲">><<set $genD2 = $genD1.random()>><<replace "#D">><<= $genD2>><</replace>><</link>> Wherein the protagonist <b><span id ="D"><<= $genD2>></span></b>.
<<link "♲">><<set $genH2 = $genH1.random()>><<replace "#H">><<= $genH2>><</replace>><</link>> They encounter <b><span id ="H"><<= $genH2>></span></b> partner...
<<link "♲">><<set $genE2 = $genE1.random()>><<replace "#E">><<= $genE2>><</replace>><</link>> And get <b><span id ="E"><<= $genE2>></span></b>...
<<link "♲">><<set $genF2 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> - <<link "♲">><<set $genF3 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> - <<link "♲">><<set $genF4 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> With optional focuses on <b><span id ="F"><<= $genF2>>, <<= $genF3>>, and <<= $genF4>></span></b>.
<<link "♲">><<set $genG2 = $genG1.random()>><<replace "#G">><<= $genG2>>.<</replace>><</link>> In the end, the protagonist <b><span id ="G"><<= $genG2>>.</span></b>
</span>
<<nobr>>
<<if $genC2 is "monster girl">>
<<set $genCa = [ "cat", "wolf", "lizard", "snake", "big reptile", "fish", "shark", "exotic aquatic", "crustacean", "monkey", "bug", "arachnid", "moth", "bunny", "bird", "amphibian", "frog", "salamander", "bovine", "bull", "lamb", "goat", "bat", "rat", "mouse", "ferret", "squirrel", "rodent", "fox", "fennec", "panda", "bear" ]>>
<<elseif $genC2 is "alien">>
<<set $genCa = [ "Helzent", "Jelli", "Rakumo", "Gettyx", "Befrar", "Imp", "Unquiet", "Sneerz", "Neuvo" ]>>
<<elseif $genC2 is "Pyksielander">>
<<set $genCa = [ "Pyksie", "Kitsune", "nymph", "elemental-touched", "slime", "spirit", "orc", "fool", "zombie", "vampire", "ghost", "siren", "lamia", "doppelganger", "goblin", "darkling", "elf", "elf", "elf", "elf", "frankie", "witch", "ghoul", "dragon" ]>>
<<elseif $genC2 is "android">>
<<set $genCa = [ "android", "android", "android", "doll", "gynoid", "puppet", "golem", "globot", "drone", "machina" ]>>
<<elseif $genC2 is "demon">>
<<set $genCa = [ "demon", "imp", "succubus", "pride demon", "wrath demon", "sloth demon", "hellcat", "hellhound", "cyberdemon" ]>>
<</if>>
<<set $genCaa = $genCa.random()>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.3-tile corridor that reveals that the office beyond is completely flooded and thus cannot be safely opened.
Potential loot in far right tile.
Maybe, BIG maybe, small scene of the two workers stationed in the office, security footage of their reaction to the outbreak - one of them successfully initiates the docking lockdown, but at cost of getting trapped inside with a monster. Time skips of corrupted footage of them getting progressively more bred as the room fills with slime until the sec cam is submerged and stops working.5 navigable squares. Bay to the right is inaccessible and full of hive flesh. Office to the north, equally inaccessible, door is from a few rooms away North.
Some loot on the chairs, let's have some early encouragement for exploration, yeah? :)
Maybe add the ability to salvage some parts from the broken security arch in 2-1? Just some minor crafting bits.<<nobr>>
<<set $en to $en + 2>>
<<set $map to $MAP_MERCANOID_CORRIDOR_A>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 236>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $icon_checkpoint_a_lock>>
<<set $marker1_icon_right to 96>>
<<set $marker1_icon_top to 79>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_shop>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 150>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $Corridor_A_Desc to "This long corridor facilitates access to a number of locations, each clearly marked by signage that would be easier to read if it weren't smattered with slime and hive-growth. It's somewhat dark in here compared to most of the facility - even the ceiling is compromised, with sineous growths hanging like vines from the tiles and reinforcement grid above, occasionally blocking out lighting fixtures or filtering them an ominous, dark purple. It originates from several spots up out of broken tiles from the ground, the sheer mass of it generating an awful lot of moist heat and cloying, violet vapours... not to mention a persistant and deep noise of rumbling, organic chaos.<br><br>Some effort has been made to provide decoration, but in a woefully corporate manner: between each doorway is mounted an electronic holovisual display of a past successful ad campaign for the company. At least they're providing some additional light to cut through the gloom... where emitters haven't been gunked with goop.<br><br>From south to north, there lie a number of exits. 'STAFF ONLY - DOCKING BAY COMMAND ROOM' lies to the immediate east. A bit further up and opposite to the west is 'HABITAT A'. A mighty blast door to the east further up from that is marked 'CHECKPOINT B', directly opposite the western 'BREAK ROOM'. Above that is 'HABITAT B' - Mio assumes with context, the sign being particularly soiled - and at the far north end the corridor terminates with another blast door, marked 'CHECKPOINT A'. Many of these exits show signs of the growing hive creeping into their doorways, with the exception of Habitat B and the docking access, where the trail suddenly stops at the door.">>
<<set $M_CS_CORR1 to "Advancing from the landing annex to the first major corridor of the facility, Mio grimaces as the full extent of the infestation becomes clear. Even down here at one of the furthest points from the likely origin - the monster pens to the north of the facility - the creeping hive-flesh clings thick and heavy to the walls, floor, and even ceiling. It grows so thick upon the latter above, in fact, that the main source of light to cut through the purple-tinged miasma of pheromone-thick fog comes from holodisplays mounted along the walls, each seemingly devoted to some of the company's finest products.
<br><br>With light conditions being what they are, it takes Mio a moment to realize that the vague shape standing roughly halfway down the corridor is a woman, staring right at her!
<br><br>Dressed in a surprisingly pristine white lab coat, the pale, ginger-haired girl - a soft autumn tone, like a pastel coral - stands staring wild-eyed at Mio, who freezes on the spot and zooms in with her synthetic eyes. She doesn't get much of a look at the sharp-eared maiden, however: she suddenly bolts to the east, through a massive blast door... the very one that Mio needs to head through to get to engineering!<br><br>">>$M_CS_CORR1
<<link "Dash after her!" "Corridor A Cutscene B">><</link>>
<</nobr>><<nobr>>
$M_CS_CORR1
<span style="color:#E5CEF3">"Wait! I'm here to help, come back!"</span> Mio announces calmly, dropping into a sprinter's stance. She has a terrible feeling that the scientist is going to react brashly as she disappears behind a growth of hive-flesh that partially obscures the Android's sight of the massive door. The distant sound of classy heels clacking first on plastform tiles, then on metal echoes across the slime-clad walls as Mio dashes forwards, a loud burst of jet-propulsion rocketing from the soles of her armoured greaves. She clears half the distance in a mere three strides, but then a purple blur lashes from that swollen pod of meat - a tentacle that tries to trip her! To make matters worse, her instinct was right: the heavy blast door begins to rumble shut as the girl flees down the maintenance corridor beyond!
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<br><br>
<<link "Dodge!" "Corridor A Cutscene C">><</link>>
<</nobr>><<nobr>>
$M_CS_CORR1
<span style="color:#E5CEF3">"Wait! I'm here to help, come back!"</span> Mio announces calmly, dropping into a sprinter's stance. She has a terrible feeling that the scientist is going to react brashly as she disappears behind a growth of hive-flesh that partially obscures the Android's sight of massive door. The distant sound of classy heels clacking first on plastform tiles, then on metal echoes across the slime-clad walls as Mio dashes forwards, a loud burst of jet-propulsion rocketing from the soles of her armoured greaves. She clears half the distance in a mere three strides, but then a purple blur lashes from that swollen pod of meat - a tentacle that tries to trip her! To make matters worse, her instinct was right: the heavy blast door begins to rumble shut as the girl flees down the maintenance corridor beyond!
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_checkpoint_b_lock>>
<<set $marker2_icon_right to 72>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<br><br>-- Too late! With her momentum scuppered by that tentacle attack, Mio skids to a halt from flinging herself out of reach of it. She picks herself back up and dashes as she calculates the narrowing gap and it's height - the door rising from the ground - relative to her size and speed. Alas, it's no good: the door rumbles closed and Mio falters to a stop, glaring at the tentacle as it gingerly retreats back into the hive wall.
<br><br>
The look of fury on her face is unbecoming of such a doll-like visage. She comes close to unloading on the otherwise unassuming spot of hive with everything she has, the blossoming artificial intelligence's emotions having turned exceptionally sour. Reason prevails, however: it always does. Mio shuts her eyes tightly and reaches inwards, wrangling her emotive responses back into place... her face relaxing when she once again opens her eyes, neutral and placid. For one, channeling that rage wouldn't help the mission... and for another? She hates feeling like this.
<br><br>
The massive slab of hull metal lies mockingly in Mio's path, a security-reader mounted in the center of it with a thin slot that can only mean one thing:
<br><br>
<<link "Keycards. Why is it always Keycards... (Continue, update Task Log)" "Corridor A 4-3">><<set $en to $en + 3>><<set $Quest_Operation_Rosebud_Stage to 2>><</link>>
<</nobr>>Hab 1 - EMPTY!
Hab 2 - Isolde
Hab 3 - Ru'drexi and Powder SnowB1 - Ervina
B2 - (EMPTY!)
B3 - BlankenshipIziria is found here, frozen in some sort of obsidian sarcophagus generated by her pet, Beelzebuu. Boss fight IF Mio decides to step inside, she's warned that it could be tough.Dizz is met here. IT's heavily infested and filled with a number of trapped citizens, creating an awkward tetris-piece shape of navigation.The Territorial Acid is found here. Maybe there's two lockers, and one is a Mimic?...Selene is found here, along with the FUM fight.Jii'Kii is found here, along with the Goo Doll fight.Ruzi is found here, in the grasp of the Grappler. No fight involved, just a minor puzzle.The menacing 'Meh' is found here.Flakk is found here.<<nobr>>
<<if $encounter_disabled is 0>>
<<if $en lte 0>>
<<set $en = (3 + dice('1d6'))>>
<<set $encounter_dice = dice('1d10')>>
<<if $encounter is "k1 A">>
<<if $encounter_dice gte 7>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Shambler Intro">>
<<elseif $encounter_dice gte 6>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Glob Intro">>
<</if>>
<</if>>
<<if $encounter is "k1 B">>
<<if $encounter_dice gte 9>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Shambler Intro">>
<<elseif $encounter_dice gte 7>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Glob Intro">>
<<elseif $encounter_dice gte 4>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Serenity Veil Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<</if>>
<</if>>
<<if $encounter is "k1 C">>
<<if $encounter_dice gte 4>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Mimic Intro">>
<<elseif $encounter_dice gte 2>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Serenity Veil Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<</if>>
<</if>>
<</if>>
<</if>>
<</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
With the infestation bubbling all around her, one lump of hive-flesh looks much like another. That's no excuse to let one's guard down, however - a cautious rationale rewarded in spades when Mio pauses and narrows her eyes at a pulsating mass to her left. It, in turn, narrows <i>its</i> eye back at <i>her.</i> Mio leans back sharply as a tentacle sails towards her, rigid as a battering ram - it passes over her bent body, quivers, then loosens up to swing into the air and slam down like a whip. A burst from the grav-nav jets in her arms and legs send her skidding out of harm's way, the Synthetic shifting her HUD into combat mode as the shambling mass of tentacles pulls itself free of its meaty surroundings with a sickening, drawn-out squelching. It tumbles to the floor and rolls forwards, an obscured mass shrouded and propelled by too many tendrils to count. It's time to fight...
<div align='center' style='font-size: 150%;'><b>A Miserable Pile of Secretions...
<span style="color:#e1fca2">The Shambler!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Shambler">>
<<set $Enemy_level = -1>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 35>>
<<set $Enemy_hp = 35>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 2>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 2>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 3>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "Shambler">>
<<set $Enemy_Article = "The Shambler">>
<<set $Enemy_article = "the Shambler">>
<<set $Enemy_class = "One Horny Heap">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "resist">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Shambler_Experience is 0>>
<<set $Player_Shambler_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Minor">>
<<set $Enemy_agility_rating to "Sluggish">>
<<set $Enemy_wits_rating to "Dim">>
<<set $Enemy_toughness_rating to "Squishy">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Quick (?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 30>>
<<set $Enemy_hp = 30>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
The Shambler rears up onto its hind 'legs', so to speak, briefly reaching an intimidating posture and height! Mio isn't fooled, though... not with the way it's shaking and trembling. With the last of its strength used up, it slowly teeters backwards and lands with a heavy, wet <b>-splat-</b>, each individual tentacle deflating flat before her eyes until the monster is reduced to ribbons of limp flesh.<<include "sp2">>
Mio considers nudging it with her armoured boot. Then, more intelligently, she considers throwing said boot at it. Finally, and most intelligently of all, she just spits at it. No reaction from the impact is a good indication that the rapacious monster has expired, reinforced when it begins to darken and melt away into sweet-smelling sludge and smoke, automated cleanup functionality engaging. Convenient!<<include "sp2">>
<b>Victory!</b>
<<else>>
Severely injured, the Shambler fights on bravely. It bends backwards like stretched elastic, preparing to lunge forwards at Mio... but she can see how much damage the monster has taken. Rather than moving to avoid, she stands her ground, eyes narrowing as sensors calculate the most likely outcome.<<include "sp2">>
Bingo. The Shambler springs back with such force that it's torn apart - rather than a flailing tentacular projectile flying at her, Mio merely weathers the storm of individually wriggling tentacles that splatter around her like weak rain. Only one actually hits her, draped over her shoulders like a fine fur shawl... it's not so bad when it's behaving. Kind of warm. Unfortunately, the individual tentacle tries to wrap around her neck, which is enough for the Android to roll her eyes, grab it with a single metal fist and toss it over her shoulder, no longer deeming the weak individual parts to be a threat.<<include "sp2">>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
Unlikely though it may be, the Shambler pauses in its relentless, girl-hungry aggression. It seems to tilt its 'head', the largest of the tentacles on display. It almost seems to nod, then back down, flattening to the ground in a strangely submissive manner before it rolls and flops off with haste from Mio.<<include "sp2">>
The Android blinks, watching it go. Is she the alpha, now? Is that a thing? Weird...<<include "sp2">>
<b>Victory!</b>
<<include "sp2">>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('3d4')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 30>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <<include "sp">>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Bio Sample!</b> <<include "Bio Sample Pickup">>
<<elseif $loot1 gte 6>>
<br>Acquired a <b>Writhing Tentacle!</b> <<include "Writhing Tentacle Pickup">>
<<elseif $loot1 gte 2>>
<br>Acquired a <b>Paravine!</b> <<include "Paravine Pickup">>
<</if>>
<<if $loot2 gte 8>>
<br>Acquired a <b>Sober Strobe!</b> <<include "Sober Strobe Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired a <b>Smart Bandage!</b> <<include "Smart Bandage Pickup">>
<<elseif $loot3 gte 7>>
<br>Acquired a <b>Smartpick!</b> <<include "Smartpick Pickup">>
<</if>>
<<include "sp2">>
<<if $Scene_Shambler_Defeat isnot 1>>
<<set $Scene_Shambler_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<b>(Scene 'Shambler Capture' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<</if>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Shambler Content Check">>
<<else>>
Enemy Shambler Loss Scene and Game Over! This line is a placeholder, Pyksies! It's for enemies with more than one scene!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Shambler Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d3')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
The Shambler braids two of its tentacles together, thickening and reinforcing them for a whipping grab! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article grabs Mio, briefly tossing her into the air before it loses grip!
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article grabs Mio, briefly suspending the Android upside down and whipping her around in excitement before she wriggles free!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<</if>>
<<else>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The Shambler rears back, some of its tentacles digging into the ground to stabilize it something stirs beneath the hide of its central 'body'. Suddenly, two of its other tentacles split at the ends, spewing out unrefined streams of smoking acid!<<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gets splashed, despite her efforts to dodge! It's weak acid, thankfully...
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gets splashed, despite her efforts to dodge! It's weak acid, but it's worked its way into her joints, causing her to seize up for a moment!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Shambler Loss Check]]@@
<</if>>
<</if>>
<</nobr>><<nobr>><<if $Enemy_success gte 2>>
<<set $Player_focus_adjust to $Player_focus_adjust * 2>>
<</if>>
<<set $Player_focus = Math.clamp($Player_focus + $Player_focus_adjust, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio halts in her tracks, her sensors suddenly alerting her to a presence that seems to originate from all around! Frowning, she looks around, the aural sensors in place of her ears extending like antennae, her eyes narrowing... what? She doesn't see or hear anything. She does, however, feel a subtle pressure around her body - a simple 'True' from her Hardcase limbs, with a more in-depth but faint report from her torso. She raises an arm, finding it akin to pushing through a spiderweb...
Suddenly, the pressure increases and Mio's vision begins to darken. Her eyes widen - their glow briefly cutting through the encroaching darkness - as she feels a squeeze around her body! Reacting quickly, Mio ducks and rolls forwards, scuttling to turn around 180 and level her $Player_weapon_main towards the sudden apparition that tried to spawn around her! A ragged black 'cloak' settles into an eerie hover, shaped as though draped around the shoulders of a slender and invisible figure. A white speck at its hooded 'head' twists into being, growing into a round, porcelain mask with glaring eyes! The cloak unfurls, revealing terrible claws of great size, flexing and twitching in Mio's direction. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The terrible temptation...
<span style="color:#F8E5FF">The Serenity Veil!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Serenity Veil">>
<<set $Enemy_level = 1>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 40>>
<<set $Enemy_hp = 40>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 4>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 4>>
<<set $Enemy_intelligence_total = 3>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to -5>>
<<set $Enemy_alias = "Serenity Veil">>
<<set $Enemy_Article = "The Serenity Veil">>
<<set $Enemy_article = "the Serenity Veil">>
<<set $Enemy_class = "Only Dreams Now">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "resist">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "resist">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "weak">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Serenity_Veil_Experience is 0>>
<<set $Player_Serenity_Veil_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Minor">>
<<set $Enemy_agility_rating to "Swift">>
<<set $Enemy_wits_rating to "Thoughtful">>
<<set $Enemy_toughness_rating to "Squishy">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Fast(?)">>
<<set $Enemy_wits_guess to "Thoughtless(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 30>>
<<set $Enemy_hp = 30>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<<set $Enemy_dodge = 3>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
Mio recesses her aural sensors as the wounded Veil lets out a piercing shriek! She worries it's another attack, but that's soon put to rest when the cowled monster begins to flail and shudder. Frowning for a moment as her vision seems to blur, Mio realizes - with a brow-raising start - that the Veil itself is the thing blurring!<br><br>
It's so sudden that it makes Mio flinch when the Veil just ceases to be. Its cloak crumbles into evaporating dust, causing its mask to clatter to the floor in two pieces, a smaller shard broken off from the force of the fall. Its expression is completely neutral, with a straight line for a mouth. No need to check this one... it's very much defeated.<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
The Veil twitches, one arm raised with claws outstretched. Its face, however, twists upside down, turning into a uncertain frown. Mio stands her ground with her $Player_weapon_main raised, eyes narrowed into a defiant glare.<br><br>
The Veil physically grabs its raised arm with the other, its turmoil over what to do next expressed visibly. Dragging its arm down, it tightly hugs itself, springs up higher into the air!... and then swirls upside down, slamming into the ground as it turns ethereal, banishing itself from Mio's sight.<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('6d3')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 45>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <<include "sp">>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Expectedly Pink Liquid!</b> <<include "Expectedly Pink Liquid Pickup">>
<<elseif $loot1 gte 6>>
<br>Acquired a <b>Ransacked Medkit!</b> <<include "Ransacked Medkit Pickup">>
<<elseif $loot1 gte 2>>
<br>Acquired a <b>Used TentaCan!</b> <<include "Used TentaCan Pickup">>
<</if>>
<<if $loot2 gte 9>>
<br>Acquired a <b>Redline!</b> <<include "Redline Pickup">>
<<elseif $loot3 gte 6>>
<br>Acquired a <b>Smart Bandage!</b> <<include "Smart Bandage Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired a <b>Glow Crystal!</b> <<include "Glow Crystal Pickup">>
<<elseif $loot3 gte 5>>
<br>Acquired a <b>Glow Shard!</b> <<include "Glow Shard Pickup">>
<</if>>
<br><br>
<<if $Scene_Serenity_Veil_Defeat isnot 1>>
<<set $Scene_Serenity_Veil_Defeat to 1>>
<b>(Scene 'Serenity Veil Capture' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Serenity Veil Content Check">>
<<else>>
Enemy Shambler Loss Scene and Game Over! This line is a placeholder, Pyksies! It's for enemies with more than one scene!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Serenity Veil Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d4')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_damageroll to dice('1d5')>>
<<include "Combat Enemy Base Attack">>
The spectre-like Veil seems to tilt its sculpted face, unsure why $Player_alias is resisting. The tendrils that tip its arms shift and morph into long, chitin-edged claws as it delivers a sweeping slash! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article slashes at Mio! It's shallow, but intimidating!
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article slashes at Mio! She staggers back, one of the claws having caught a major component!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 2>>
<<set $Enemy_damage_type to "piercing">>
<<set $Enemy_damageroll to dice('1d5')>>
<<include "Combat Enemy Base Attack">>
The Veil twists like a wrung towel, thinning and reinforcing itself, especially in the trailing arms. The 'hands' become lengthy tentacle with black tips, which suddenly shoot at Mio with spear-like lunges! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article lances Mio! The damage stops shallow...
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article lances Mio! She's shocked at the damage it causes, realizing that the Veil knows she's a Synthetic who can take it...
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('1d5')>>
<<include "Combat Enemy Base Attack">>
The Veil twirls on the spot, the ends of its arms morphing into solid-looking blocks of chitin... which it promptly puts to use as it rushes towards Mio to smash her with hammer blows! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article hammers Mio! The weights are strangely padded, but heavy...
<<include "sp2">>
$Player_alias takes $Enemy_damage damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article lances Mio! She's pummeled by the monster, as it knows she's durable enough to take it!
<<include "sp2">>
$Player_alias takes $Enemy_damage critical damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<</if>>
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_damageroll to dice('2d3')>>
<<include "Combat Enemy Base Attack">>
The Veil shudders, serenely-smiling mask wobbling with increasing intensity as it seems to pull free from the monster's body. It suddenly jettisons towards Mio, a dozen or so tentacles flailing from it! <<include "sp2">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! It hurriedly swoops down to collect its face again, slurping it back into place. Bizarre!...
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio lets out a muffled noise as the mask latches onto her face! She hurriedly pulls it up and off before it can wrap those tentacles around her head, blinking and spluttering from a bombardment of pleasant images and feelings that faintly wash over her biomechanical mind. Scowling, she throws the mask, hard, only for the Veil to swoop in and catch it, affixing it back into place...
<<include "sp2">>
$Player_alias takes $Enemy_damage Focus damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio splutters with a muffled yelp as the mask latches onto her face. She reaches up to pull it off, but the tentacles wrap tightly around her head, conforming to the grooves of her sculpted helmet, her fingers clawing to try and remove each tendril one at a time. While she wastes time like this, her biomechanical brain is bombarded with thoughts of bliss and ecstasy, previews of all the things the Veil can do for her, whether in reality... or in her mind. She almost goes limp, which gives the monster false confidence to relax its grip. Mio finds her second wind of defiance and grasps the mask tight, tearing it off of her face with a loud gasp, features slick with humidity. Dropping the mask, she staggers back as the Veil swoops in to collect its face, planting it back into the gaping hole left in its cloak-like body...
<<include "sp2">>
$Player_alias takes $Enemy_damage critical Focus damage!
<<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Serenity Veil Loss Check]]@@
<</if>>
<</if>>
<</nobr>>every new enemy needs;
the intro
the loss check
the attacks
the content check
the Allowed
the Warning
the Disabled
an entry in Player Turn Taunt Blurbs
an entry in Enemy Turn
an entry in Examine
an entry in Spare
an entry in Flee
SCENES<span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio snaps to her senses!</b>
Mio suddenly places her foot down, <b>hard</b>. Hard enough to make the ground shake, and the cloak of the Veil flutter around her. She squirms on the spot, twisting back and forth as her mind is pulled from the grasp of the Veil, which tightens around her like a vice in retaliation - mental carrot has failed the Veil, and now it resorts back to physical stick. Mio has to admit that the hold it's gained around her body is impressive, and even a harsh bite down on the length stuffing her face is inadequate to dissuade it... like most of these Monsters, it's far too well-designed to be foiled by such a thing.
But the designers probably don't have data on this little move.
Mio straightens up, her body obscured by the cloak once more. She suddenly seems to gain about an inch of height as things whir and clack, her torso separating down the seams at her hips to allow her to disengage from her lower body, now mounted on her central spine support. The Veil, confused, just tightens further... before it lets out a bellow of bewilderment through her mind as her body sharply twists clockwise, right to the limit of her usual mobility!... and then beyond.
Mio's legs remain solid and braced on the ground as her upper body rotates a full 360 and then keeps going, the Veil crumpling as it's caught around her, like fabric around an exposed gear! It bundles up around her shoulders, revealing her body as it does so - along with the exposed mechanisms of her internal structure, all thankfully shielded from the Veil's body as it begins to tear from the pressure. With a howl - this time physical, rather than in Mio's head! - it hastily unravels from the Android, a disturbingly lurid 'Schllllrp' heard as it pulls away from her lips, that massive shaft bouncing in its hastily, ghoulish retreat away from her body.
Control over her body comes slowly to Mio as she resets her torso back into proper position, flailing an arm out to grab the Veil's tattered cloak as it retreats from her. She's just about too slow, forced to glower with a rub along her aching jawline as the Veil turns ethereal and rushes through a solid wall to get away from her.
<span style="color:#E5CEF3">"Didn't see that one coming, did you?"</span> Mio grumbles, spitting somewhat vulgarly off to the side as she crosses her arms, losing that inch of height as her torso slams back into proper place on her hip structure with a -click- and a hisssssss. Aside from a light dusting of internal juices from the wretched, mind-invading thing, Mio is fine... though there's a maddening itch in her mind that her protocols are having trouble quarantining.
With Mio faltering more and more by the minute, the ghastly-faced Veil moves in for the finishing blow. Favouring surprise over brute force, the monster's right arm swiftly morphs itself into a clawed hand, gripping its own body tightly, as one might pull at their own garb to pull it off and away. Mio narrows her eyes and adopts a shaky defensive stance in confusion, failing to notice the monster's mask trembling as it unmoors itself from the rest of its body.
The arm swings and releases, tossing its own body towards Mio, the thick organic hide - sleek and smooth on one side, riddled with writhing tendrils and humid flesh on the other - sailing towards her like a thrown net. She fails to dodge in time, her arms brought up to defend her head only resulting in them being trapped awkwardly by her sides, head turning to and fro as she squirms on the spot and searches for a weakness in the grip of the strange abomination. She finds none but does notice the absence of the mask, left hovering on the spot...
... but by now, it's closed the distance.
Mio looks back up just in time to catch a glimpse of the interior of the rapidly approaching, tendril-flanked mask, lined with a substance that looks as comfortably plush as it does woefully organic and <i>alive.</i> Then it clamps down over her face, the tendrils wrapping tightly around her head, conforming to the pleated grooves of her bob-cut helmet, her yelp of alarm and disgust muffled into near silence, the violent cacophony now little more than her armoured soles scraping the ground as she fidgets on the spot. She has to get it off! Has to free her arms! She can't see anything, but she knows something bad is about to happ--
<b><i><span style="color:#C7FFD8">"Calm."</span></i></b>
A bright lilac light floods the interior of the mask, powerful enough to paint the exposed sides of her face - her jawline up to her aural sensors - in the pleasant floral glow. With a partially vat-grown brain, Mio wasn't sure if the hypnotic fiend would be able to influence her... now, she isn't sure of anything, thoughts and processes reduced to a pleasant background hum, her battle-ready body relaxing into a neutral pose within the grasp of the Veil's shroud.
The Veil knows her mission. It knows what she needs to do, and it knows she doesn't particularly want to. It lets her know, in strange, hoarse whispers that echo her own internal voice, that it will do them for her!... if she does something for it.
<b><i><span style="color:#C7FFD8">"Open."</span></i></b>, it says, and Mio feels pressure from the thick, ribbon-like tendrils that crest her jaw to keep the glowing veil stuck to her face. Her mouth pops open immediately and without question, though it's difficult to tell with the serenely smiling face that isn't her own plastered so tightly to her head. As the fleshy interior of the mask warps and shifts around the patiently standing synthetic, it becomes infinitely more obvious when her slender neck begins to bulge around the phallic protrusion that now occupies it, gently thrusting back and forth without so much as a gag from the pacified 'bot!
It's... titanic. Custom-fitted in size and shape, it nestles into her gullet in such a way as to remove any doubt that it could belong anywhere else. That the very absence of it would be unnatural, unthinkable. It's perfectly imperfect; in her addled and subdued state, Mio's restrained mind is left to focus on the less-fine details. Twin veins of asymmetric placement and thickness, zigzagging unevenly like unstable stock charts. A thick medial ring, wide enough to make its presence be felt keenly against the 'just half a size too large' heft of the rest of it. A battering ram crown that rests towards the plunge down to her simplistic stomach, the internals of this gynoid torso suitably cartoonish for handling such a fine endowment. But perhaps the most notable abnormality is the way the brutal thing <b>throbs</b> in total anathema to the rest of the Veil's calm, silent body, each pulse of its lifeblood so intense as to flare through her aural sensors, tingling her stuffed lips, stretching her throat just that little bit wider with a regular rhythm.
It's the only part of the Veil that moves at all, at least for a while. Sensing her pacification, the shroud of its body releases Mio, falling around her shoulders like a coat offered to a quiet maiden in an old film, allowing her arms to fall slack by her side. Small adjustments, until the shroud rejoins with the mask, tendrils knitting like twine and sewing tight until the hood rejoins, Mio cutting a ghostly figure as she stands perfectly still in the middle of the room. She offers no resistance when the Veil extends gentle tentacles to coil around her arms, picking and lifting them up to cross beneath her chest, the shroud beginning to close around her body like a heavy cloak that leaves nought but her mechanical legs exposed in a swooping, upside-down V. Beneath the heavy, blanket-like embrace of the Veil, Mio's arms are held tighter and tighter, banded by ribbon-flat tentacles around the wrist and opposing elbow at both ends, then tied with a single strap across the collarbone region. It's an organic straitjacket, to keep her weaponized limbs safe and secure, the Veil's own arms resting down in place of hers.
<b><i><span style="color:#C7FFD8">"Suck."</span></i></b>
The order rips through her like a command from on high, shattering the peaceful static that's overcome her mind. The command rushes through Mio's head as though it were liquid intent on filling every last space within her mind. It's not difficult to bring that lost tranquillity back, fortunately. All she has to do is obey! Though there is a moment of internal resistance, it doesn't translate at all to the outside world. Any possible onlooker to the stoically-standing Android in her reaper-like coat would not see nor hear her tongue begin to move nor her cheeks begin to hollow. It has demanded that she suck, and so so does so with <i>vigour.</i> Running partially on some bizarre instinct and otherwise relying on the extensive knowledge banks provided with this pleasure-doll torso unit, Mio services the shaft nestled down her neck with incomparable expertise, no care in the world but for her one, single task and purpose.
Lips tug, and her tongue dances. Swallowing is induced around the receptively throbbing blockage, and Mio shivers imperceptibly as the Veil booms...
<b><i><span style="color:#C7FFD8">"Good."</span></i></b>
In that moment, every mote of worry, frustration, existential anger... it simply melts from Mio. One tiny word of positive reinforcement, amplified to conquer her mind and life with the way it's boosted into her vat-grown brain, as though the word itself were a great, constricting snake wrapped tightly around it. Despite herself - and despite how taut they are around the absurd prick occupying them - Mio's lips curl into a soft smile as she goes about her business, unaware of anything as her legs begin to move. They walk of their own accord... or, rather, that of the Veils. The act feels foreign to Mio. Alien, even. She feels the Veil tighten around her as it attempts - and at first, fails - to reconcile the at-once simple but complex feedback her Hardcase legs are sending to be besieged brain...
<span style="color:#F33898"><b>Lost 40 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 40, 0, $Player_focus_max)>><</if>>
It's like an anchor to the outside world, those signals all but screaming at her to wake up. Mio frowns. Her walking falters, one foot up in the air and hovering unevenly!...<<if $fantasize is 0>><<set $Player_class to "Employee of the Month">><</if>>Mio sucks. Mio slurps. Mio pulls back her head back slowly and luridly, allowing each red inch of that draconic shaft to glisten with thick, artificial spit as it's freed from her perfect 'O' of a mouth, putting a gentle back-and-forth twist and tilt in her head before the crown of that cock tugs against her concealed lips from within... signalling her to slide right back down to the base, a shot of pure, undistilled joy crashing through her vat-grown grey matter for a job well done.
The same joy she felt just earlier that day as she twirled and somersaulted through a hail of panicked blaster fire, the defenders unsure if they were fighting a machine, a monster, or some twisted combination of both.
The two halves of her neverending duty, throughout which she never once complains, never once snipes or remarks, and never once shirks.
A fearless fighter by day, and by night...
<span style="color:#FF4D4D">"Hrgh... that's it... t' the <b>base</b>, ya little..."</span>
... A simpering, obedient <b>suckdoll.</b> A scaled, red hand rests lazily upon the swivelling ball-joint of the absurdly over-designed mechanical ponytail she sports as Ziajol lounges in his seat, resplendent in a crisp, white shirt that lays unbuttoned across his dark-scaled chest - he's lost weight thanks to this new exercise regime. He grins wide enough to bare his rows of sharp teeth, gaze briefly cast his recently refurbished office downright sparkling from its recent and thorough maid service, the outfit still dangling off of Mio's 'upgraded' body as she kneels before him, head bobbing back and forth, back and forth...
<span style="color:#FF4D4D">"Theeeere y' go-- eh? Not <b>you!</b> Yeah, you heard me right the first time, six more units. Asap."</span> the Dragon snaps, eyes narrowed at the communicator on his desk. With a roll of his burning yellow eyes at the reply from the beleaguered sales rep he doesn't bother listening to, he reaches forward with his free hand and slaps it shut, cutting the call off. It's well that he did - the motion makes him throb, and that signals Mio to redouble her efforts, guiding his hand upon her head as she doubles in speed from her sloppy service... just the way he demands it.
<span style="color:#FF4D4D">"Nngh! That's the way, you lil' Moneymaker... Keep it up, now..."</span> he sneers down at his 'employee of the month', keeping his hand firmly around the base of that angular ponytail despite knowing how needless it is to do so. Another layer of control... all the exercise in the world can't fit that ugly paranoia of his, but Mio doesn't care. His words, when not relevant to her orders, simply wash right over her. The golden gleam across her face - her Veil just as upgraded as she is, gaudily plated and polished to a shine - catches the light in harsh glints as her head becomes a blur from the speed of her suckjob, right up until she feels the telltale throb of!-
<span style="color:#FF4D4D">"THAT'S-- iiiiiiiiiiit... Hhhhhhhhhh..."</span> Ziajol snarls into a prolonged hiss like a volcanic vent, his forked tongue unfurling from his monstrous jaw, hips bucking forward in his plush seat as his broiling nuts clench upwards to unleash yet another heady helping of magic-infused seed into his eager employee's gullet. Mio keeps her 'lips' tightly pressed against the smooth scales of his base, not a sound escaping her save for her loud and lewd swallowing, her over-exaggerated gag function suppressed during that little business call.
Of the surviving nineteen MERCANOID units, thirteen now wear Veils. Initial revulsion at the strange, haunting cloak his property came back wearing was soon replaced with awe, greed and a twinkle of opportunity when it became clear that she would obey every last order given of her without her usual backtalk and barely-contained aggression... doubly so when he discovered that awful cloak could be customized.
A hefty bribe to TentaCo made securing additional Veils early, despite their production flaws, a breeze. He could easily afford it with the money Mio was raking in now. A long, flexible recharging cable installed beneath his desk has turned her recharging requirements into plenty of opportunity for play, the once-rebellious bratdroid now putty in his hands... and once those remaining six Veils come in for her sisters? Well, maybe he'll just go ahead and take her off of active duty altogether.
Thoughts like this can't help but flare brightly when Mio is so skillfully swallowing pump after pump of his seed like a born spunk-vacuum, the Dragon letting loose a satisfied growl as he finally exercises some real power and pulls Mio from his prick. It doesn't soften at the sight of her pretty, frozen face, at the strings of saliva linking him to her open-wide mouth, hidden behind that mask... it simply throbs, eager for another round.
But not yet.
Not before his favourite part.
Ziajol grins, relishing this the most. He tilts Mio's head around in his grasp, admiring the amplified curves of her entirely soft-case body, the way her thighs subtly swell beneath her kneeling weight, the way that absurd 'maid outfit' - a challenging form for the Veil, but one it's accomplished with gusto - clings to her figure, one size too short. The way not a hint of her usual defiance paints that expectant, vacant look...
<span style="color:#FF4D4D">"Aren't you forgettin' somethin'? What do you say now?..."</span> he prompts, knowing full well that Mio is now coded not to offer this response until he asks, just like this, every time.
<span style="color:#E5CEF3">"Thank you for using this unit, Boss! What can I do for you next?"</span> Mio replies promptly and enthusiastically, a subtle but undeniable sultry drawl overwriting her old, punkish tone. Her O-shaped mouth easily collapses into natural lip movements until the last syllable leaves her lips, whereupon it pops back into that perverse, cock-ready 'O'. Ziajol's eyes flare brightly, his shaft pulsing with delight, stiffer than ever before!
<span style="color:#FF4D4D">"Get up, turn around, bend over the desk and hold on, my lil' Moneymaker."</span> he demands, standing up and pushing his chair back with the backs of his legs, acting just quickly as Mio does. Looks like she'll be cleaning his office again by the time the night is up...
But it's not like she'll complain, already swaying her perky backside to and fro' for his enjoyment as she splays out seductively across the desk. That maid 'uniform' covers absolutely nothing, more lingerie than a real outfit, offering full access to his groping hand as it takes a fistful of ass and his monstrous prick as it slams inside her awaiting slit.
<span style="color:#FF4D4D">"NGH!... oh, and set 'Moans' to 'max'. ♥"</span>
<span style="color:#E5CEF3">"Angh!~-- Y-yesssSSS BossSSS!~"</span>
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what happened to B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Serenity Veil.
</div>
<hrt><hr></hrt>
A new TentaCo product derived from research into masks donated by the Masque collective - whose ulterior motives are overt - the Serenity Veil is an ethereal cloak of hive-flesh sprouting like a mourning veil from a floating, smiling white mask. It is being marketed as a product for all sorts of applications, not just use in sex: it actually sees more use in getting people through busy, stressful days, happily piloting their bodies to get their work done for them while they drift through the hours. TentaCo is having issues with the killswitch mechanisms, however - it's not that they don't work, but that a number of customers keep figuring out ways to delay or outright disable them...
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Ebonslik</b>
<br><b>Slippery <i>and</i> Wet</b>
</div>
<hrt><hr></hrt>
Ebonslik are the result of the loose unification of the abandoned Black Ichor Army of Ponnahil and the various Black Cat servitors of Corsoma. They are sleek, black humanoids with bodies that shine under direct light, often lacking major facial features save for solid-tone eyes, from which the majority of their expressions stem. They rarely talk, instead preferring body language and physical expression, and they are competent shapeshifters - however, they always return to their 'base form' in due time.
<br><br>
The Black Ichor Army was the private military and workforce of one of the three city leaders, Miss Evangeline. Originally created as a reversible transformation to enable workers to survive in harsh conditions without injury, her daughter, Lillian (aka Lilith - not the Demonic one) abused the technology to turn those afflicted into her blissful slaves. Lillian would often convert her rivals into more members of the Black Ichor Army.
<br><br>
The Black Cats were indentured servents of the Techromancers of Corsoma, often criminals or trespassers. They would be made to serve off their sentences in this transformed state, but would be relinquished afterwards: some, however, would decide to stay this way, enjoying their new method of being. After Corsoma rose, the Techromancers reformed the Black Cats into a volunteer corps, with the transformation being temporary and used when needed in hazardous locales. Finally, a number of conversion pills used to transform someone into a Black Cat were sold via black market channels, where they became popular tools of bounty hunters.
<br><br>
In modern times, the advanced technology of the Army was integrated with the greater independence of the Cats to create the Ebonslik, technologically-compatible nanotech shapeshifters. While powerful, old habits die hard; they are most comfortable in the employ of others... but now they have the good sense to charge for their services, excelling in just about every profession imaginable due to their incredible hardiness and shifting capabilities. Ebonslik are somewhat few in number, but they are a tightknit community.
<br><br>
Skintight, in fact.
<hrt><hr></hrt>
<<linkreplace "Ebonslik Names">>
Ebonslik often have simple, short names, possibly with numbers affixed or prefixed to them. It is rare for an Ebonslik to have a name above five characters or one syllable. Silv, Larn, Jean-183, etc.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>include their $icon in the icon init page
include their $equipped in item init page or C_ for consumables
include removal script in Unequip Weapon/Unequip Subweapon etc, if equippable
include item in the Dropped Items page!
Main page
Pickup page
IF equippable - Equip page
IF MAIN WEAPON - Modding page
IF Consumable - Combat consumable page (if combat consumable)
MAKE SURE TO INCLUDE ENTRY IN 'SWAP';
Inventory Weapon Swap
Inventory Subweapon Swap
Etc!
Otherwise moving items in inventory will not work.
<span id="options"><<nobr>>
<div align='center'><<link "Return to Options.">><<dialog>><<include "Options">><</dialog>><</link>><br><br>
-------------- <b>FILTERS</b> --------------<br>
This game has heavy adult themes that touch upon a variety of sexual scenarios and fetishes/kinks. This page will allow you to filter some more controversial elements from appearing during play, but will not filter them from appearing in the Fantasize menu due to the explicit reframing of those scenes as fantasies (and due to them being clearly tagged).
<br><br>
In terms of general content, adult scenes in these games are somewhat bombastic and over the top - holes are stretchy and the things that go inside them are large. Keep this in mind!
<br><br>
<b>Please note!</b> If no appropriate alternate scene exists, a scene that involves disabled content will be skipped, potentially leading to generic loss/game over lines.
<br><br>
<b>Allowed</b> means scenes involving this will play unhindered.<br>
<b>Warn Me</b> will provide a pause before the scene, a light (but careful) explaination of its contents, and a choice to view or skip.<br>
<b>Disabled</b> will prevent scenes involving this concept from playing, except in the scenario as mentioned above.
<br>
----------------------------
<br><br>
<b>DUBIOUS CONSENT -- $consensuality</b><br>
This game contains a number of sexual encounters that occur as a result of an opponent overpowering the protagonist. Within my games, scenes of an unwilling nature are treated with 'hentai logic'; the protagonist expressing frustration at the situation, the inconvenience of it and at the pleasure recieved, often becoming more submissive/responsive towards the end. I <b>do not</b> and <b>will never</b> include scenes of a hard/'realistic' non-consensual nature. This will affect the majority of content in MERCANOID, given the context of the story!
<br>
<<if $consensuality is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $consensuality to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $consensuality is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $consensuality to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $consensuality is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $consensuality to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>----------------------------<br><br>
<b>MIND CONTROL -- $mind_control</b><br>
Mind control, or hypnosis, refers to pyschological, magical or technological means to influence the minds of others, often to have them perform acts they normally otherwise wouldn't or to make changes to their personality, memories or preferences.
<br>
<<if $mind_control is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $mind_control to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $mind_control is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $mind_control to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $mind_control is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $mind_control to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>----------------------------<br><br>
<b>VORE -- $vore</b><br>
Vore centers around one entity consuming another, with several sub-kinks relating to the method, intention behind the act and fate of the consumed. In this game, all uses of vore are 'soft' (consumed whole without injury) and 'endosomatic' (the consumed's life is not in danger, but they are trapped). This style is common with tentacle monster encounters, and is usually accompanied by sexual stimulation of the trapped individual.
<br>
<<if $vore is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $vore to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $vore is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $vore to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $vore is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $vore to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>MALES -- $males</b><br>
Scenes with male or notably masculine humanoid/tauric partners, or masculine monsters.
<br>
<<if $males is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $males to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $males is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $males to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $males is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $males to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>FEMALES -- $females</b><br>
Scenes with females or notably feminine humanoid/tauric partners, or feminine monsters.
<br>
<<if $females is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $females to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $females is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $females to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $females is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $females to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>MONSTERS -- $monsters</b><br>
Scenes with particularly monstrous partners - anything that strays beyond a humanoid or tauric form without obvious, communicative sapience. This will affect the majority of content in MERCANOID, given the context of the story!
<br>
<span id="filtersmonsters">
<<if $monsters is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $monsters to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $monsters is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $monsters to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $monsters is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $monsters to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
</span>
<br>
</div><</nobr>></span><<nobr>>
<<include "Glob Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Glob_Defeat is 0>>
<<set $Scene_Glob_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Glob Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Glob Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>>The Glob manages to capture Mio!
<br><br>
<span style="color:#F33898"><b>Lost 35 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 35, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Retaining her Focus, Mio manages to break free and teach the Glob a lesson! She's soon cleaned up and ready to get back to work.
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Running out of Focus, Mio is unable to fight on any further! Game Over!
<</if>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters</b>
<br><br>
<<spoiler 7 5>>The Glob traps Mio atop of itself and proceeds to strip her, ignoring her irritated protests. Her grumpy attitude is besieged by the Glob's amorous (and successful) efforts to pleasure her with various implements, wearing down her resistance and resulting in a fork after a Focus loss - either Mio slips free and enacts revenge, or she is overwhelmed and captured via temporary engulfing, leading to a bad end focused on breeding and encasement.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Glob Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Glob Loss Disabled">><</link>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Glob Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Glob Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Glob Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Shambler Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Shambler Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Shambler Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "Shambler Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Shambler_Defeat is 0>>
<<set $Scene_Shambler_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Shambler Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Shambler Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Serenity Veil Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Serenity Veil Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Serenity Veil Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "Serenity Veil Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Serenity_Veil_Defeat is 0>>
<<set $Scene_Serenity_Veil_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Serenity Veil Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Serenity Veil Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters</b>
<br><br>
<<spoiler 7 5>>The Shambler tackles Mio and entangles her, putting its tentacles to use to restrain and pleasure her with increasing fervor. Whilst initially repulsed, Mio begrudgingly comes around as the scene progresses, culminating in a split. If Mio's Focus remains intact, she breaks free of the monster, blowing it up with a missile. If not, she gets overwhelmed by the pleasure: time advances to show that she's become a product tester for the company.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Shambler Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Shambler Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Mind Control, Monsters</b>
<br><br>
<<spoiler 7 5>>The Veil manages to latch its mask onto Mio's face, immediately pacifying her with a relaxing hypnosis. Reconstituting itself around her to further and further bind her - save for her legs - it begins to act for her in exchange for controlling her into performing fellatio, the focus split between the oral act and her calmed, fuzzy mind. After a focus hit, if Mio retains her Focus, she snaps out of it and manages to pull the mask off, causing the Veil to retreat into the ceiling. Otherwise, in the bad end, Mio submits completely to the Veil as it locks around her, completing her mission with ease, so thoroughly impressing her corrupt boss, the Dragon, Ziajol, that he outfits all the other MERCANOID units with their own Veils to ensure their compliance and takes Mio herself for an office 'helper'.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Serenity Veil Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Serenity Veil Loss Disabled">><</link>>
<</nobr>><<nobr>>The $Enemy_alias manages to capture <<= $Player_alias>>!
<br><br>
<span style="color:#F33898"><b>Lost 30 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 30, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Retaining her Focus, $Player_alias manages to break free and teach the $Enemy_alias a lesson! She's soon cleaned up and ready to get back to work.
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Running out of Focus, $Player_alias is unable to fight on any further! Game Over!
<</if>>
<</nobr>><<nobr>>The $Enemy_alias manages to capture <<= $Player_alias>>!
<br><br>
<span style="color:#F33898"><b>Lost 40 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 40, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Retaining her Focus, $Player_alias manages to break free and teach the $Enemy_alias a lesson! She's soon cleaned up and ready to get back to work.
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Running out of Focus, $Player_alias is unable to fight on any further! Game Over!
<</if>>
<</nobr>><<nobr>>
<b><span style="color:#E5CEF3">Mio</span></b> - designation M-10 of 25 sister units - is a Terran Synthetic with a body comprised of a mixture of mechanical and biomechanical parts. An expressive - albeit often grumpy - face, a soft-case torso, and hard-case limbs. She's rather short, standing at 5'4" with an athletic-looking build past the mechanical sculpting.
<br><br>
For the benefit of organic-to-synthetic relations, Mio's face is the 'doll' type - a full range of biomechanical musculature beneath a smooth, nigh-flawless layer of ghostly-pale synthskin laid in three connected pieces, leaving two symmetrical dark seams that run from her scalp down through her eyes and swoop outwards towards her jawline. When under high-energy stress, these seams may glow with the same pink light that softly beams from her typically narrowed eyes, darkened lids obscuring their exaggerated full size. Close inspection of her eyes reveals a triple-layered series of rotating rings, the middle of which is black, with a pink 'pupil' and limbal ring, minor cascades of data-flow scrolling up or down either eye at times, all set against pale-lilac sclera. She has a nose, often scrunched slightly to one side in thought, in tandem with the subtle frown lines upon her forehead. She possesses plush lips that mask a functional mouth and tongue, lips of a shade of purple lighter than the hard-mounted helmet that flanks her face. It's sculpted to resemble a hair-mimicking bob-cut formed of layered, swooping plates of plasmetal. Piercing this facsimile of hair at either side are black, blunted spires at a diagonal slant - her aural sensors. Up top, her hair meets a naval-style 'cap' from which sprouts a single, blunt-tipped black horn, ringed with pink glowing bands that transmit and receive digitized data and help to shunt and expel energy during emergency overload procedures.
<br><br>
Directly connected via a thin seam across her neck, Mio's torso is a replacement model sourced from a Gynoid repair shop - Gynoids referring to life-like Androids typically deployed in domestic, entertainment and pleasure industries. While durable, it is ill-rated for combat. It is shapely, with a curve to the bustline and hips, coated with a layer of tone-matching synthskin with similarly-placed connecting seams to the ones on her face, swooping down from either shoulder, around her chest, and down her sides to her hips and leg-connection ports. This flesh layer is soft, but firm, flawlessly smooth due to its new condition - save for a single black barcode located on the back of her neck with a subtly raised texture. Upon her right breast (to the outer side), off to the left side of her stomach and upon her right hip lie 2-to-3 line scrawls of maintenance reminders, in black, block capitals of almost unreadably fine font. She has a slightly recessed imitation of a navel, and fully functioning replicas of sexual organs - rated for industrial heavy duty!
<br><br>
Mio's <b>MERCANOID</b> loadout is the standard Breacher-type - hard-case limbs connected to her shoulder and thigh ports, with curved, thick metal plates of a dark purple alloy terminating in heavy gauntlets with slender but durable black fingers, while the legs end with heavy, armoured mechanical boots for terrain-navigation and combat purposes. Soft pink diodes dot the darker metal, and several stress points, especially the joints, give way to black internal biomachinery, such as exposed bundles of fibre-wrapped synthetic muscle cables at her shoulders and above and below the backs of her elbows and knees. Upon her right shoulder is a SLAM - Shoulder-mounted Launcher for Assorted Munitions, a slender little 3-shot box with an onboard missile printer that sits flush against her shoulder when not in use, visible only as a subtle recession in the purple plate metal. Faded block-letter branding of the MERCANOID Company lie across each limb.
<br><br>
$Player_outfit_description $Player_armour_description
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Main Task -- Operation Rosebud</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">We have our orders, Mio! Get to engineering, clear the flight plan, and launch that Sled!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- The breach was successful... mostly. Instead of slamming through the roof of the Armoury, the pod's been dumped in a mundane storage room. Thankfully, the supplied layout seems simple enough: Head north to Corridor A, then east through Checkpoint B. Through Corridor B, the Sled Launching Bay is just to the north.">>
<<set $Quest_S2 to "-- The hive infestation has spread to the entire base, but at least one researcher has evaded capture. Unfortunately, she panicked upon seeing me, running east and sealing Checkpoint B's door behind her. This isn't opening without the right keycard... time to go hunting.">>
<<set $Quest_S3 to "-- The Break Room's ceiling is completely covered in engulfer-type monsters. Looks like that's where most of the staff ended up... they're alive, at least. It's almost like that keycard was an intentional trap - how smart are these slippery freaks? Whatever. This card isn't going to get me through Checkpoint B, but perhaps it's valid for A, to the north?">>
<<set $Quest_S4 to "-- A friendly face, at last. Dizz is lucid and wasn't encased too deeply, so she's free. The mission comes first, but... she's made requests of me to rescue other personnel on base where possible. With the northern end of the facility opened, it's time to hunt for a valid keycard. The infestation started here, however. Move with care...">>
<<set $Quest_S5 to "-- That Elf should be fine. Due to her senior rank, her keycard is valid for getting through Checkpoint B. Time to head back south... Though, it might be worth it to rescue some additional personnel - I'm sure that if it's within their means to reward me, they will. That, and... it feels right.">>
<<set $Quest_S6 to "-- The Sled Launcher Bay's blast door is jammed closed. Looks like it can be bypassed, however, through the engineering undercroft to the east and north. What's going on in there?...">>
<<set $Quest_S7 to "-- The door to the Sled Launcher Bay is open, now. my mission ends there... if there's anything left for me on this rock, I should see to it before entering.">>
<<set $Quest_Stage to $Quest_Operation_Rosebud_Stage>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 7>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<if $Quests_Log is "Active">><<link "Return to Task List">><<dialog>><<include "Quests">><</dialog>><</link>><</if>><<if $Quests_Log is "Completed">><<link "Return to Completed Tasks">><<dialog>><<include "Completed Quests">><</dialog>><</link>><</if>><<nobr>>
<<set $Quests_Log to "Completed">>
<<link "Return to Task List">><<dialog>><<include "Quests">><</dialog>><</link>>
<br><br>
<b><u>Completed Tasks</u></b>
<br><br>
<b>Main Tasks:</b>
<br><br>
<<if $Quest_Operation_Rosebud_Complete is 0>>
<b>FACTION: MERCANOID Solutions™, on behalf of TentaCo™</b>
<br>
<<link "Operation Rosebud">><<dialog>><<include "Quest - MSQ - Operation Rosebud">><</dialog>><</link>> -- Get to the Sled, launch the goods.
<br>
--------------
<br>
<</if>>
<br>
<b>Extra Tasks:</b>
<br><br>
<<if $Quest_The_Armoury_Complete gte 0>>
<<link "The Keys to the Armoury">><<dialog>><<include "Quest - Side - The Armoury">><</dialog>><</link>> -- Goodies galore await in the armoury.
<br>
------
<br>
<</if>>
<<if $MS_M4X_Quest gte 6>>
<<link "Vendor Splendor">><<dialog>><<include "Quest - Side - Vendor Splendor">><</dialog>><</link>> -- Vending machines can fall in love, get used to it.
<br>
------
<br>
<</if>>
<<if $MERCASAVED gte 11>>
<<link "Save The Screwed">><<dialog>><<include "Quest - Side - Save The Screwed">><</dialog>><</link>> -- Take care of tentacular trouble.
<br>
------
<br>
<</if>>
<<if $MERCA_Vent gte 2>>
<<link "I Need To Vent">><<dialog>><<include "Quest - Side - I Need To Vent">><</dialog>><</link>> -- A shortcut awaits behind this grate.
<br>
------
<br>
<</if>>
<<if $MS_Jii_Case gte 3>>
<<link "Zip Zap Contraband">><<dialog>><<include "Quest - Side - Zip Zap Contraband">><</dialog>><</link>> -- What's in the box!?
<br>
------
<br>
<</if>>
<<if $MS_Calibrations_My_Dear gte 5>>
<<link "Calibrations, My Dear">><<dialog>><<include "Quest - Side - Calibrations, My Dear">><</dialog>><</link>> -- Hope she doesn't forget to carry the 1.
<br>
------
<br>
<</if>>
<<if $Isolde_Quest gte 5>>
<<link "Earning Your Stripes">><<dialog>><<include "Quest - Side - Earning Your Stripes">><</dialog>><</link>> -- The Tiger's troubling trials.
<br>
------
<br>
<</if>>
<<if $MS_Head_Over_Heels gte 3>>
<<link "Head Over Heels">><<dialog>><<include "Quest - Side - Head Over Heels">><</dialog>><</link>> -- Some couples just can't help being inconveniently raunchy.
<br>
------
<br>
<</if>>
<<if $MERCANOID_Blankenship_Quest gte 4>>
<<link "The Chesty Professor">><<dialog>><<include "Quest - Side - The Chesty Professor">><</dialog>><</link>> -- Uninvited guests make video lectures more interesting.
<br>
------
<br>
<</if>>
<<if $MERCA_Selene_Quest gte 3>>
<<link "Serene Selene">><<dialog>><<include "Quest - Side - Serene Selene">><</dialog>><</link>> -- You can take the Elf out of the forest, but...
<br>
------
<br>
<</if>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage gte 3>>
<<link "Cybernetic Slip and Slide">><<dialog>><<include "Quest - Side - Cybernetic Slip and Slide">><</dialog>><</link>> -- Sometimes Mimics bite off more than they can chew.
<br>
------
<br>
<</if>>
<<if $MS_Ruzi_Quest gte 3>>
<<link "Gimme a Hand Or Four">><<dialog>><<include "Quest - Side - Gimme A Hand Or Four">><</dialog>><</link>> -- Handsy fellow, isn't he?
<br>
------
<br>
<</if>>
<<if $MS_Iziria_Quest gte 4>>
<<link "The SR Rep From Hell">><<dialog>><<include "Quest - Side - The SR Rep From Hell">><</dialog>><</link>> -- Just lodge an SR complaint-- oh, wait...
<br>
------
<br>
<</if>>
<<if $MS_Mean_Bite gte 3>>
<<link "A Mean Bite">><<dialog>><<include "Quest - Side - A Mean Bite">><</dialog>><</link>> -- Deal with a hissy fit.
<br>
------
<br>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Keys To The Armoury</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 75 -- <b><<= $gold>>:</b> N/A
<br>
<b>Reward(s):</b> Big weapons.
</div>
<br><br>
<i><span style="color:#D891EB">The pod kinda, sorta... missed! But that's ok. It's not a long walk!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- The Breaching Pod was supposed to land at a precisely calculated spot within this facility's armoury, providing Mio with some additional firepower to carve through this infestation. Instead, it landed in a space-broom closet. From said storage room, go west at the first annex into the security room. Hopefully it won't be hard to get open.">>
<<set $Quest_S2 to "-- So much for a short walk. The door is completely infested and jammed shut. Perhaps something that can be used to open it is lying around somewhere deeper into the facility? On the other hand, brute force could prevail where planning has failed...">>
<<set $Quest_S3 to "-- Many tentacle monsters are capable of secreting selective acids that only affect specific substances or other monsters. A canister of one such form of acid has been found that might come in handy for that jammed door...">>
<<set $Quest_S4 to "-- Door's open. Weapons are on display. Satisfaction is boundless.">>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- The Chesty Professor</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 125 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Mio, are your processes compromised? I'm picking up a lot of stray thoughts about that Elf lady's chest!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I've found a snippet of a transmission from one of the facility's guest suites. An elven woman of eccentric dress style is trapped within with a Monstrous guest. Looks like the door to her room is the type with a card or core - unfortunately, I've only got visual on one digit so far, $Blankenship_Code_1 - I'll have to hunt down more parts of the transmission to find more.">>
<<set $Quest_S2 to "-- After some hunting, I've found another terminal with more of that transmission. It... certainly makes for distracting watching. It isn't the full video, either - I only got to verify one more digit - $Blankenship_Code_2 - out of the three. I'm worried for the safety of the woman shown within... the Monster is getting more aggressive with time, and who knows how long ago the transmission was sent?">>
<<set $Quest_S3 to "-- I was worried about the Monster, but maybe I ought to be more intimidated by this Professor. In the break between the second and third snippet, she managed to turn the tables on her captor. She's even regained some of her diction! But I'd best hurry to get her out of there. I have the full code now. The last digit is $Blankenship_Code_3.">>
<<set $Quest_S4 to "-- My heroic rescue didn't exactly go as I'd envisioned it. That Monster was strong, presumably as a result of absorbing so much magic from Professor Blankenship - that's her name. Not enough, though. She had enough left in the chamber to obliterate it with a spell. The head escaped somewhere, but I don't think I'll be seeing it again. Blankenship thanked me and set off for the Safe Room, but I don't think her corset is going to fit right for a while...">>
<<set $Quest_Stage to $MERCANOID_Blankenship_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Cybernetic Slip and Slide</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Look - obviously it's unfortunate that she's stuck in there, but... wow, what a view!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- In one of the Monster Pens - the northeast one, D - I've run into a Mimic with eyes bigger than its mouth. A woman of... substantial size is stuck half-inside of it, and it appears to be dead - I think it choked on her hips! Thankfully, the victim seems to be fine, but I can't budge her. She's trying to tell me something, but it's too muffled to make out easily. The words that came through clearest were Byproduct, Yellow, and Orange...">>
<<set $Quest_S2 to "-- Looks like I chose the right can! The victim has been freed, though she's a little flustered. Her name is Flakk, and it's pretty obvious she's a Befrar... but far from a killing machine, she seems like an absolute sweetheart. She's in the Safe Room now, but will probably think twice whenever she opens a tool cabinet from now on...">>
<<set $Quest_Stage to $Quest_Cybernetic_Slip_And_Slide_Stage>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Zip Zap Contraband</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 50 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Oooh, what's in the box, Mio? What's in the box!?</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- Something in the security office is incredibly out of place: a secure storage case made of a sleek, purple alloy. I thought it looked familiar, and I was right: it's a Sneerz-made alloy, and it belongs to, funnily enough, a Sneerz. Her name is Jii'Kii, and she's... well. She's a Sneerz. She seems ill-inclined to give me the keys to her storage box, but perhaps I can convince her, considering it contains a powerful sidearm.">>
<<set $Quest_S2 to "-- I managed to convince Jii'Kii to let me borrow her prized weapon, though she was very clear as to the consequences should I allow it to become damaged. Whatever; I've got the key to that box, now. Hopefully it hasn't been engulfed by the hive's growth...">>
<<set $Quest_S3 to "-- There was something oddly beautiful about the way that box opened. The key inserts so flush that I can't even make out the seam-lines... how infuriatingly satisfying. Fucking Sneerz.">>
<<set $Quest_Stage to $MS_Jii_Case>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Head Over Heels</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 100 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Wow! Those two are so straight that it overflows back to being gay! Incredible!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- The good news is that I've found some more people who escaped the clutches of the tentacle monsters. The bad news is that one of them seems to be having some seriously strong reactions to the hive-smog... for the sake of her partner's hips, I ought to figure out a way to reactivation the ventilation system in their room. Maybe that'll calm her down?">>
<<set $Quest_S2 to "-- It took some doing, but the ventilation system is working and the smog is purged. The couple within are a Jelli and a Helzent - I've only met either species a couple of times before. Ru'Drexi and Powder Snow are their names, and they were very grateful for my assistance. They're safe in the -- well, the Safe Room, now.">>
<<set $Quest_Stage to $MS_Head_Over_Heels>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Save The Screwed</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> A warm feeling of accomplishment and good vibes.
</div>
<br><br>
<i><span style="color:#D891EB">The more people we save, the better you'll feel!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I've met Dizz, a Gremlin who's helped me set up a safe haven in the northern sector of the facility. She clocked on to my self-aware nature pretty fast... typical of a Gremlin. She's hinted at being able to help me, but without explicitly confirming anything. In return? She wants me to rescue people who're being held captive by Monsters within this facility. Now, nothing TentaCo makes is outright dangerous to life, so none of these people are within mortal peril. That means their issues don't override my mission priority. So, if I help them... that's a demonstration of my free will - be it selfless or selfish, it doesn't matter which. I've told her I'll think about it. I don't like thinking about this sort of thing...">>
<<set $Quest_S2 to "-- I've saved a handful of people trapped in this facility. It feels good to be doing good, I suppose.">>
<<set $Quest_S3 to "-- I've rescued a decent number of people, now. They seem grateful, not only for their own rescue, but for that of others...">>
<<set $Quest_S4 to "-- I've probably rescued over half of those it would be appropriate for me to try rescuing. There's some - like those trapped in Gulper vines - that are probably better off where they are. That needs a specialist touch. even so, Dizz in particular seems pretty happy with me.">>
<<set $Quest_S5 to "-- I'm still finding people to rescue, and the Safe Room is getting pretty populated. It feels odd to step out of an active engagement zone into a place where people are having relaxed conversations.">>
<<set $Quest_S6 to "-- I've explored this facility pretty far and wide. There can't be many more places to look for people in need of aid. I can't lie - well, I can, that's sort of the problem of being me yet not being free - it feels good, is the point.">>
<<set $Quest_S7 to "-- I'm ready to call it here: I don't think there's anyone else I can reasonably rescue with my level of access to the facility, tools, and knowledge. But I've done a good thing - several good things. Defiant things, too, in a way. I feel pretty great about it.">>
<<set $Quest_Stage to $MERCASAVED>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 8>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 9>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 11>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- A Mean Bite</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 75 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Wow. I've met some mean snakes in my time - weirdly enough - but this is one of the meanest!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I've encountered an aggressive slime-serpent who seems to have been created in this facility. Unlike most creations, she's very obviously sentient. Sentient and... snippy, to put it mildly. I've tried explaining to her that the Cleaners will probably shoot first and ask questions later, but she's pointedly ignoring me. How can I get her attention?... Maybe I could find some information she'd be interested in. In absence of a name, I'm calling her 'Meh'.">>
<<set $Quest_S2 to "-- After putting two and two together, I realized that the samples Ru'Drexi and Powder gave for the paid research trial were likely used in the creation of 'Meh'. In effect, they're the closest thing she has to parents. That information might be tantalizing to a newly-created but adult-minded sentient intelligence...">>
<<set $Quest_S3 to "-- Sure enough, I finally got 'Meh's attention with the truth about her origin. It still took some convincing, but she eventually agreed to go to the Safe Room. Hopefully she behaves in there...">>
<<set $Quest_Stage to $MS_Mean_Bite>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Calibrations, My Dear</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 100 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> An upgrade for B4B3.
</div>
<br><br>
<i><span style="color:#D891EB">Mio, I think this is the best idea ever. Like, ever-ever!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I've rescued an Invari named Ervina from the clutches of a Glob... sort of. It exploded due to poison buildup the moment I entered the room - guess the Octopus' tentacle hair isn't just for show. She detected B4B3's presence, and after talking with her for a while - which was awkward as the third wheel, I must say - she departed for the Safe Room... but told me to come see her to discuss a way in which she can help.">>
<<set $Quest_S2 to "-- Ervina plans on providing B4B3 with a drone body so she can help me fight. It's the sort of thing that the company refuse to budget for... but I hope B4B3 understands that fighting in a physical form is dangerous. She's very gung-ho about the idea. Well... first step is to retrieve an inactive drone from Ervina's junk pile, back in her room. Apparently, she was fixing it up to use as a personal assistant.">>
<<set $Quest_S3 to "-- Ervina's taken possession of the damaged drone, and she's fixing it up with remarkable speed despite the lack of proper facilities. Guess she can work wonders when she's properly motivated. I'm to go to the security office and input some auth codes into the terminals there. I'll admit, the chosen body is kind of charming. I wish Ervina had mentioned this step beforehand, though - I could've done one long trip...">>
<<set $Quest_S4 to "-- I've authorized the transfer of B4B3 into this new shell. Supposedly, this will allow the drone to run off of a wireless power transfer set up in the walls of this facility. The drone lacks an internal power source, presumably as a security measure to shut them off if they go haywire. Smart. Now to head back to Ervina and get B4B3 situated.">>
<<set $Quest_S5 to "-- B4B3 is over the moon - is that a pun, given where I am?... - about her new body. Ervina seems pretty pleased with herself too, but she hinted about some extra functions that sound... dubious, to me. Nonetheless, I accepted the extra code package, to use 'if I feel the need'. What I need is for B4B3 to watch my back. Once she's gotten swooping around like a demented Pixie out of her system, she should be a valuable ally. Plus, she's happy. That makes me feel kind of warm inside.">>
<<set $Quest_Stage to $MS_Calibrations_My_Dear>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- QUESTNAME</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 100 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Wow, she looks exhausted! That gross Monster just keeps thrusting, and thrusting, and thrusting, and--</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- There's a researcher trapped in Pen E in the grasp of a multi-armed Monster. She looked relieved to see me, but halfway through telling me the override code to get the door open - because of course, it's locked... - the Monster moved to stifle her speech. I need to figure out a way to get this door open.">>
<<set $Quest_S2 to "-- I figured out a way to get the door open. The Monster seems unaware of my success, so this next part should be easy...">>
<<set $Quest_S3 to "-- The Researcher has been rescued and her assailant has been dealt with. She's pretty out of it, but I can't blame her. She's back at the Safe Room, now.">>
<<set $Quest_Stage to $MS_Ruzi_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- The SR Rep From Hell</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 125 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">Do you think I could pull off the goth look, Mio?</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I wasn't expecting to find a room straight out of a gothic castle onboard this facility, but stranger still is this sarcophagus. It's... woman-shaped, to say the least, and it's being guarded by tentacles that won't let me come within a few feet of it. It isn't actively hostile, but it's a Tentacle Monster in a Tentacle Monster outbreak. Logically speaking, it's bad, right?">>
<<set $Quest_S2 to "-- That was a hell of a fight, and it's left me with more questions than answers. The sarcophagus is broken, and in its place is a Succubus - at least, I'm assuming that's what she is - who's very angry at me. I guess I should apologize?...">>
<<set $Quest_S3 to "-- I apologized to the woman, and finally got some answers. Turns out the tentacle monster is her pet, and that whole 'sarcophagus' thing was her way of riding this incident out safely... until I came along. Well, she'll be safer in the Safe Room anyway, and she seems to have forgiven me. There's something odd about the way she looks at me, though. I can't put my finger on what it is.">>
<<set $Quest_S4 to "-- Iziria has offered me an enchanted ring that she says should be of great use in my mission. However, she has a price - of course. She wants a kiss, which seems ill-advised to begin with coming from a sex demon, but more than that? She wants it only when I'm 'at my most desperate', whatever that means...">>
<<set $Quest_S5 to "-- I approached Iziria when I was at my lowest, and she was delighted. Go figure. That... kiss, was a little more intense than I'd expected. She seemed more than satisfied, though. She's given me the ring, and keeps talking about a 'spark' inside me. Frankly, it's making me uncomfortable, but I can't help but wonder what she means. I can think, I can feel. But is it deeper than that? Am I more than that? Ugh, I hate thinking about these things.">>
<<set $Quest_Stage to $MS_Iziria_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Serene Selene</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 100 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> A powerful weapon.
</div>
<br><br>
<i><span style="color:#D891EB">Gosh! Selene is really pretty. It's nice that she wants to help you out, huh?</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- Selene is insisting on giving me something that should help me on my mission. She wants to make it a surprise, which is endearing, albeit unhelpful. Nonetheless, if I'm interested then all I need to do is get the storage case from her room. It's one of the three southern habitats...">>
<<set $Quest_S2 to "-- It took some excavating, but I've successfully retrieved the storage case. It's fairly lightweight, but big. I wonder what it could be? Best bring it back to Selene to find out.">>
<<set $Quest_S3 to "-- Selene may not look it, but as it turns out she's an accomplished archer. She's lent me her bow, and it's a cutting-edge weapon. The quiver even prints arrows on demand!">>
<<set $Quest_Stage to $MERCA_Selene_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
Despite the destruction that's taken place in this room, there's a remarkably intact-looking repair kit mounted on the wall here.
<<if $MERCANOID_Storage_Module_Chest1 is 0>>
It isn't locked, and it awaits someone to open it.
<<linkreplace "Loot it.">>
<<set $MERCANOID_Storage_Module_Chest1 to 1>><<set $Player_gold to $Player_gold + 10>><<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Smart Bandage Pickup">>
<b>Loot it.</b> Mio pops it open from latches at the top, the case opening at a 90 degree angle to form a tray. It's not very well-stocked... but she does spy a 'Smart Bandage' - an adaptable nanotech patch compatible with her body - and a short-changed credstick, worth 10 credits. She takes them.
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</linkreplace>>
<<else>>
Of course, Mio already opened it. Now all that remains are assorted bolts, screws and allen keys that were probably left over from assembling the shelves her pod just smashed. Whoops.
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Earning Your Stripes</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 150 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> a powerful Accessory.
</div>
<br><br>
<i><span style="color:#D891EB">Isolde's logic mostly checks out, but I think she's just feeling bored and competitive. Whoa, that was judgy of me!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I asked Isolde if there was anything she could do to lend a hand with my mission. She doesn't seem like the type to like a perceived debt hanging over her head. True enough - but she wants to stay and guard the Safe Room. It's her job, so I can respect that. She does have something I can borrow that might help, but she wants to make sure I'm worthy enough, first... she's laid down a cryptic challenge. First step? Go back to her room and retrieve a parcel from her wardrobe.">>
<<set $Quest_S2 to "-- I've found the parcel. It's pretty light. If I shake it - what, I'm curious! - it... jingles. What could it be? I suppose I'll find out one I bring it to Isolde.">>
<<set $Quest_S3 to "-- I can't believe this. I can't believe her! Isolde's challenge is-- this is stupid! Ugh. She wants me to defeat a Monster - any monster - with no weapon equipped... and with this stupid porny bikini on. I hate everything about this!">>
<<set $Quest_S4 to "-- I can't believe I did that stupid dare. I'm going to have to resist strangling Isolde with this stupid jewelled bikini string. Obviously I look GREAT in it, but that's besides the point!">>
<<set $Quest_S5 to "-- Hmph. Isolde has rewarded me with a homemade fang necklace. It seems a little overly sentimental, but she insists it's got powers that should help me. In her well-argued defence, we live in a world where 'magic shit just, y'know, happens'... so I suppose it couldn't hurt to try. Oh, and she let me keep the bikini. How... nice, of her.">>
<<set $Quest_Stage to $Isolde_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Bed Type">>
<br><br>
$Player_alias can...
<br><br>
<<if $Player_alias is "Mio">><s>Rest</s> -- Mio cannot benefit from rest.<<else>>
<<link "Rest" "Bed Rest">><</link>> -- Restores HP and Glow up to 70% of max values.<</if>>
<br><br>
<<if $Player_alias is "Mio">><s>Sleep</s> -- Mio has neither the need nor time to sleep.<<else>>
<<link "Sleep" "Bed Sleep">><</link>> -- Restores HP and Glow by 100%, advances to next day, increases hunger.<</if>>
<br><br>
<<if $Player_alias is "Mio">>
<<link "Repair" "Bed Repair">><</link>> -- Restores HP and Glow by 100%. <br><br>
<</if>>
<<link "Fantasize" "Bed Fantasize">><</link>> -- Restores Focus up to 70% of max value. Optionally, view unlocked scenes.
<<if $MS_Calibrations_My_Dear gte 5>>
<br><br>
<<if $B4B3_Scene gte 1>>
<<link "Examine Ervina's Code" "B4B3 Scene">><</link>> -- Restores Focus to 100%. <<link "(First time variation)" "B4B3 Scene">><<set $B4B3_Scene to 0>><</link>>
<<else>>
<<link "Examine Ervina's Code" "B4B3 Scene">><</link>> -- 'Relieves stress'(?)
<</if>>
<</if>>
<br><br>
<<link "Get back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $Bed is "Breaching Pod">>
Mio regards the cramped interior of her Breaching Pod with a slight frown, turning about on her heels and stepping backwards onto the raised platform before the seat. She practically falls back into it - the chair creaking in protest - and slumps backwards, sighing as she stares up at the ceiling of the little pod. As she relaxes, that little frown fades among the familiar and oddly comforting scent of slagged ozone that drifts from all around her, still present from punching through the roof of the facility.
<</if>>
<</nobr>><<nobr>>
$Player_alias allows $herself to relax for a little while, the calm and relative safety of $her surroundings affording a chance to recuperate and heal. It isn't long before $she feels better - not a hundred percent, but better.
<br><br>
<<if $Player_hp > ($Player_hp_max * 0.7)>>
<<else>>
<<set $Player_hp to ($Player_hp_max * 0.7)>><<set $Player_hp to Math.round($Player_hp)>><<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br><br>
<</if>>
<<if $Player_glow > ($Player_glow_max * 0.7)>>
<<else>>
<<set $Player_glow to ($Player_glow_max * 0.7)>><<set $Player_glow to Math.round($Player_glow)>><<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing! Now, back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $hunger > 0>>
$Player_alias gets comfy and shuts $her eyes with a stretch and a slight curl as $she rolls onto $her side. After a bit of fidgeting and adjusting, $she drifts to sleep, allowing $her mind to rest and $her body to knit any wounds and soften bruises...
<br><br>
When $she awakens, $she finds a whole day has passed! $Her hunger has grown, too.
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br><br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<set $day to $day + 1>>
<<set $hunger to $hunger - 1>>
<<if $hunger is 0>>
$Player_alias wakes up feeling hungry... she'd better eat something today. <br><br>
<</if>>
<<link "Yawn... Well, back to it." $Prior_Location>><</link>>
<<elseif $hunger lte 0 and $hunger > -2>>
$Player_alias lies back with something of a reluctant grimace, $her stomach making its protestations known with a loud but feeble whine. Despite $her hunger, $she does $her best to get some sleep, curling up tightly in an effort to put pressure on $her whining stomach.
<br><br>
When $she awakens, $she finds a whole day has passed! $Her hunger has grown even further, too...
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<set $day to $day + 1>>
<<set $hunger to $hunger - 1>>
<<include "Gathering Node Refresh">>
$Player_alias wakes up absolutely famished, affecting $her Morale.
<<if $hunger is -2>><b>This hunger is severe: $she won't able to sleep again until $she gets some food!</b><</if>> <br><br>
<<link "Yawn... Hungry... Well, back to it..." $Prior_Location>><</link>>
<<elseif $hunger is -2>>
$Player_alias tries $her best to get some rest, but if the sheer noise of $her rumbling, empty stomach wasn't enough to keep $her awake, the pangs of hunger pain would be. Eventually, $she opens $her eyes with a sigh and sits up. Unless $she eats something, it's clear $she <b>will not be able to sleep.</b>
<br><br>
<b>Nothing was restored!</b>
<br><br>
<<link "Hungry... Find something to eat..." $Prior_Location>><</link>>
<</if>>
<</nobr>><<nobr>>
<<include "Bed Fantasize Who">>
<br><br>
<<link "Take care of things... quickly." "Bed Focus">><</link>> -- Restores Focus up to 70% of max value.
<br><br>
<<link "Fantasize deeper..." "Bed Fantasize Gallery">><</link>> -- Restores Focus up to 70% of max value. View a scene from those unlocked.
<br><br>
<<link "Nevermind... for now." $Prior_Location>><</link>>
<</nobr>><<nobr>>
Mio leans back in her seat and closes her eyes, sending a signal to the Pod's repair system. From in between the rows of rickety storage trays emerge a pair of thin, heat-iron tipped arms, one on either side of her. She sits perfectly still as they go about examining her mechanical limbs, spotwelding surface damage with flying sparks and switching out to finer electrical tools as needed to send prehensile tool-tipped cables into her joint access grooves. When prompted to do so via an impatient nudging by the blunt end of one arm, Mio opens one eye with a frown and adjusts her $Player_outfit accordingly, baring pale 'flesh' and allowing the machine to examine and prod at her gynoid torso, arm-heads swapping to another suite of tools to handle her synthetic skin and the biomechanical systems beneath it.
<br><br>
Once the process is finished, Mio lifts an arm and rolls her wrist, flexing her fingers into a fist. Nodding, she sits up and gives herself a quick look over before standing.
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<include "Gathering Node Refresh">>
<<link "Back to the mission." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $Player_alias is "Mio">>
Mio frowns slightly as her thoughts drift - or, rather, the errant calculations and projections so close to thoughts as to be meaningless in distinction. Her eyes drift closed.
<<if $Player_focus gte ($Player_focus_max * 0.7)>>
It doesn't last for long, though. Mio's mind is on other things... her mission, the means by which it can be accomplished, the difficulties that lie ahead. Still... even if she has to make herself, she can allow her mind to wander to more... salacious scenes.
<</if>>
<<if $Player_focus gte ($Player_focus_max * 0.3) and $Player_focus < ($Player_focus_max * 0.7)>>
Her frown only deepens when those thoughts take on a perverse edge. She squirms slightly in her seat, a soft huff triggered - a facsimile of human behaviour, but again, one close enough not to matter a damn. She should probably do something about this... itch.
<</if>>
<<if $Player_focus < ($Player_focus_max * 0.3)>>
It isn't long before she grimaces, mind a haze of pink static due to mounting frustrations. Any attempt to ponder her mission or situation is swiftly buried beneath photographic memories of this facility, spurred on by this damn replacement body! Her surroundings fade into distant memory, the Synthetic determined to do something about this itch!
<</if>>
<<else>>
Hey Pyksies! Fix this for the next game!!
<</if>>
<</nobr>><<nobr>>
$Player_alias surrenders to the intrusive thoughts that sweep through $her mind, embracing them... or allowing them to rush over $herhim. Surroundings become meaningless as all focus shifts to $her mind's eye, almost unaware of $her own hand roaming between $her legs. And yet... $she just about remains mindful of things that need doing, time ticking by. Subtle flinches in $her expression as that hand gets to work, conjuring up favoured thoughts in $her head to expedite the private little process.
<br><br>
Ragged, short little breaths. Squirming, shifting little movements. Senses melt and fade further, until the images playing in $her mind move beyond mere sight and sound, joined by smell, taste, touch, phantom sensations keeping up as fast as they can with the relentless pace of a hasteful, horny mind.
<br><br>
With all intentions on getting it over and done with, it almost catches $Player_alias by surprise when that peak rushes towards $herhim, sending $herhim crashing over the edge with a sudden and harsh blur back to reality, distorted in waves as $her climax pulses in weakening echoes, back arching further, further!... relax. $Player_alias slumps back with a sigh, taking a moment more to collect $herself before shaking $her head and looking for something to clean up with.
<br><br>
<<if $Player_focus > ($Player_focus_max * 0.7)>>
<<else>>
<<set $Player_focus to ($Player_focus_max * 0.7)>><<set $Player_focus to Math.round($Player_focus)>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<b>Focus was restored to <<= $Player_focus>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing... now, back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<i>Scenes unlocked from defeating or losing to enemies, engaging with characters or engaging with the world can be viewed here!</i>
<br><br>
<<if $scenes_monsters > 0>>
<<link "Post-combat scenes" "Post-combat scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_characters > 0>>
<<link "Character scenes" "Character scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_traps > 0>>
<<link "Environmental scenes" "Environmental scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_traps lte 0 and $scenes_NPCs lte 0 and $scenes_monsters lte 0>>
<i>No scenes have been unlocked!</i>
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around interactions with enemies, win or lose...</i>
<br><br>
<<if $Scene_EXAMPLE_Defeat gte 1>>
<<link "EXAMPLE Defeat" "EXAMPLE Loss Fantasize">><</link>> -- EXAMPLEisEXAMPLED! (<b>BADENDDELETEIFNOT</b>: KINKS (BADENDSPECIFICKINKSIFNEEDED).)
<br><br>
<</if>>
<<if $Scene_Glob_Defeat gte 1>>
<<link "Glob Defeat" "Glob Loss Fantasize">><</link>> -- Mio falls into the sticky embrace of a Glob! (Loss Scene, Restraint, Vaginal -- (<b>Bad End</b> split: Engulfing, Breeding))
<br><br>
<</if>>
<<if $Scene_Shambler_Defeat gte 1>>
<<link "Shambler Defeat" "Shambler Loss Fantasize">><</link>> -- Mio contends with the grasp of classic tentacle monster! (Loss Scene, Restraint, Vaginal+Anal -- (<b>Bad End</b> split: Exhibition, 'Employment'))
<br><br>
<</if>>
<<if $Scene_Serenity_Veil_Defeat gte 1>>
<<link "Serenity Veil Defeat" "Serenity Veil Loss Fantasize">><</link>> -- Mio falls under the re-educating mask of a Veil! (Loss Scene, Restraint, Oral, Mind Control -- (<b>Bad End</b> split: Identity Erasure, Widescale Bad End, Male Partner, Vaginal (Brief)))
<br><br>
<</if>>
<<if $Scene_Drikk_Defeat gte 1>>
<<link "Drikk Defeat" "Drikk Loss Fantasize">><</link>> -- The outbreak's most feeble monsters teach Mio the power of teamwork! (Loss Scene, Gangbang, Restraint -- (<b>Bad End</b> split: Breeding))
<br><br>
<</if>>
<<if $Scene_Mimic_Defeat gte 1>>
<<link "Mimic Defeat" "Mimic Loss Fantasize">><</link>> -- Mio is pulled inside a victorious Mimic! (Loss Scene, Soft Vore, Restraint, All Holes -- (<b>Bad End</b> split: Permanency))
<br><br>
<</if>>
<<if $Scene_Gulper_Defeat gte 1>>
<<link "Gulper Defeat" "Gulper Loss Fantasize">><</link>> -- Mio is engulfed by a highly-affectionate flower! (<b>Bad End</b>: Soft Vore, Vaginal, Anal, Oral, Breeding, Capture, Submergence.)
<br><br>
<</if>>
<<if $Scene_FUM_Defeat gte 1>>
<<link "FUM Defeat" "FUM Loss Fantasize">><</link>> -- Mio is caught between a mishapen monster and a doting Elf! (<b>Bad End</b>: Capture, Threesome (MFF), Anal, Minor Mind Control, Aphrodisiacs, Dialogue-heavy, All-The-Way-Through (Cum), Kissing, Worship.)
<br><br>
<</if>>
<<if $Scene_Bearslug_Defeat gte 1>>
<<link "Bearslug Defeat" "Bearslug Loss Fantasize">><</link>> -- Engulfing her to the ground, the Bearslug pounds some love into Mio! (<b>Bad End</b>: Capture, Breeding, Oviposition, Marathon Sex, Immobilization, Slime, 'Kissing', Aphrodisiacs, Monsterfucking Romantics, Groping, Body Worship, Collaring.)
<br><br>
<</if>>
<<if $Scene_Goo_Doll_Defeat gte 1>>
<<link "Goo Doll Defeat" "Goo Doll Loss Fantasize">><</link>> -- Gangbanged by entrepreneurial Goo Girls, Mio starts a new career in porn! (<b>Bad End</b>: Gangbang, Oral Focus, Gals with Dicks, Recorded, Unusual Bondage, Dialogue-Heavy, Enslavement, Overstimulation.)
<br><br>
<</if>>
<<if $Player_Slammia_Experience gte 1>>
<<link "Slammia Defeat" "Slammia Loss Fantasize">><</link>> -- Mio is tormented by a serpentine bully! (Loss Scene, no Bad End: Coiling, Slime, Kissing, Poison/Aphrodisiacs, Drugs, Threats, Warped Affection, Severe Overstimulation, Dialogue-Heavy.)
<br><br>
<</if>>
<<if $Scene_Symbiode_Defeat gte 1>>
<<link "Symbiode Defeat" "Symbiode Loss Fantasize">><</link>> -- Infected but in control, an enhanced Mio plans for conquest! (<b>Bad End</b>: Corruption (Physical and Mental), Kissing, Oral, Implied Peril, Petting, Girl on Girl, You Can't Fix Her But Whatever The Fuck Is Wrong With Her Is Way Hotter.)
<br><br>
<</if>>
<<if $Scene_Beezlebuu_Defeat gte 1>>
<<link "Beezlebuu Defeat" "Beezlebuu Loss Fantasize">><</link>> -- After some corrections to her form and mind, Mio becomes a valued assistant to a Succubus! (<b>Bad End</b>: Tentacles, All Holes, Encasement, Corruption (Physical and Mental), Succubi, Master/Pet Dynamics, Girl on Girl, Twisted Romance.)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around encounters with named characters outside of combat. They may be entirely removed from our hero's story!</i>
<br><br>
<<if $Blankenship_Rescue_Scene gte 1>>
<<link "Blankenship's Ordeal" "Blankenship Fantasize">><</link>> -- Trapped in her room with a mammory-minded malcontent, Blankenship keeps a cool, inqusitive head - and gives some. (<b>Rescue Scene</b>: Implied breast growth, titfucking, oral/fellatio, turning tables, (Monster)Man domming Woman, Woman domming (Monster)Man, dialogue-heavy, milk.)
<br><br>
<</if>>
<<if $Isolde_Safe gte 1>>
<<link "Isolde's Show" "Isolde Fantasize">><</link>> -- With a tentacular intruder in her ear, the mighty Tiger Isolde will be walking funny for a while. (<b>Rescue Scene</b>: Anal, 'Masturbation', Skimpy Clothing, Body-control.)
<br><br>
<</if>>
<<if $MS_Iziria_Quest gte 5>>
<<link "Iziria's Kiss" "Iziria Fantasize">><</link>> -- With her conditions met, Iziria gives Mio a most educational kiss. (Kissing, Soul-play.)
<br><br>
<</if>>
<<if $Flakk_Safe gte 1>>
<<link "Wrong Canister!" "Flakk Fantasize">><</link>> -- what would have happened if Mio used the wrong canister whilst freeing Flakk? (Safe Vore, Shared Confinement, Heavy Implications.)
<br><br>
<</if>>
<<if $Scene_Patricia gte 1>>
<<link "Security Constable Patricia" "Patricia Fantasize">><</link>> -- The Goat Vari known as Constable Patricia Viras gets her wish when her boring day is interrupted by the outbreak. (<b>BONUS SCENE</b>: Anal, Restraining, Confinement, (Soft) All-The-Way-Through.)
<br><br>
<</if>>
<<if $Scene_Cassia gte 1>>
<<link "Researcher Cassia and Engineer Mitzy" "Cassia Fantasize">><</link>> -- Trapped together in the steamy, stifling Hydroponics lab, a tropical Flori and an inquisitive Mouse get heated. (<b>BONUS SCENE</b>: Girl-on-Girl, Vines, Bondage, Kissing, Spanking, Whipping, Dialogue-heavy.)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around encounters with aspects of the environment, such as traps.</i>
<br><br>
<<if $Scene_Trapmaw gte 1>>
<<link "Trapmaw" "Trapmaw Encounter Fantasize">><</link>> -- Mio takes a tumble down into the fleshy confines of a tentacle trap! (<b>Bad End Split</b>: Soft Vore, Whipping/Spanking, Restraint-focused, Implied Fucking.)
<br><br>
<</if>>
<<if $Scene_Slime_Chasm gte 1>>
<<link "Slime Chasm" "Slime Chasm Encounter Fantasize">><</link>> -- Mio gets a crash course in product development when she falls into a pit of Glob-slime! (<b>Bad End Split</b>: Aphrodisiac, Multiple Partners, Slime, All Holes, Overwhelming Pleasure.)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Glob Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Glob Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Glob Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<nobr>><br><br>----------------<br><br>
$Player_alias is so engrossed in $her fantasy that $her climax catches her entirely off guard, throwing $her violently back to reality as phantom sensations are briefly made real before being buried beneath an avalanche of pleasure and relief. $She slumps back limply as the echoes of that wave lapse and dim and fade, blinking numbly as thoughts scattered by that explosive peak reform and return in sharper clarity. That's... better.
<br><br>
<<if $Player_focus > ($Player_focus_max * 0.7)>>
<<else>>
<<set $Player_focus to ($Player_focus_max * 0.7)>><<set $Player_focus to Math.round($Player_focus)>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<b>Focus was restored to <<= $Player_focus>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing... now, back to it." $Prior_Location>><<set $fantasize to 0>><<include "Combat Deactivate Combat Mode">><</link>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Shambler Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Shambler Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Shambler Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Serenity Veil Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Serenity Veil Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Serenity Veil Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<nobr>>
<span id="GatheringReplace">
<div class="GatheringInterface">
<div class="GatheringBulk">
<div class="GatheringBackground">
<<link [img[$Gathering_BG]]>><</link>>
</div>
<div class="Gathering1">
<<if $gathering_1 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<include "Gathering 1">>@@
<<elseif $gathering_1_hit isnot 1>>
<<include "Gathering 1">>
<</if>>
<</if>>
</div>
<<if $gathering_chunks > 1>>
<div class="Gathering2">
<<if $gathering_2 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<include "Gathering 2">>@@
<<elseif $gathering_2_hit isnot 1>>
<<include "Gathering 2">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 2>>
<div class="Gathering3">
<<if $gathering_3 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<include "Gathering 3">>@@
<<elseif $gathering_3_hit isnot 1>>
<<include "Gathering 3">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 3>>
<div class="Gathering4">
<<if $gathering_4 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<include "Gathering 4">>@@
<<elseif $gathering_4_hit isnot 1>>
<<include "Gathering 4">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 4>>
<div class="Gathering5">
<<if $gathering_5 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<include "Gathering 5">>@@
<<elseif $gathering_5_hit isnot 1>>
<<include "Gathering 5">>
<</if>>
<</if>>
</div>
<</if>>
<div class="GatheringDam1">
<<if $gathering_1_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_1_durability gte 66 and $gathering_1_durability < 100>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_1_durability gte 33 and $gathering_1_durability < 66>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_1_durability gte 1 and $gathering_1_durability < 33>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_1_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam2">
<<if $gathering_2_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_2_durability gte 66 and $gathering_2_durability < 100>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_2_durability gte 33 and $gathering_2_durability < 66>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_2_durability gte 1 and $gathering_2_durability < 33>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_2_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam3">
<<if $gathering_3_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_3_durability gte 66 and $gathering_3_durability < 100>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_3_durability gte 33 and $gathering_3_durability < 66>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_3_durability gte 1 and $gathering_3_durability < 33>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_3_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam4">
<<if $gathering_4_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_4_durability gte 66 and $gathering_4_durability < 100>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_4_durability gte 33 and $gathering_4_durability < 66>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_4_durability gte 1 and $gathering_4_durability < 33>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_4_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam5">
<<if $gathering_5_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_5_durability gte 66 and $gathering_5_durability < 100>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_5_durability gte 33 and $gathering_5_durability < 66>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_5_durability gte 1 and $gathering_5_durability < 33>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_5_durability lte 0>>
<</if>>
</div>
<<set $gathering_1_hit to 0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5_hit to 0>>
<div class="GatheringFlavour">
<span id="GatheringFlavour"></span>
</div>
<div class="GatheringPower">
<span id="GatheringPow">
<<showmeter 'player_gathering_bar'>><<updatemeter 'player_gathering_bar' `$Player_gathering_energy / $Player_gathering_energy_max`>>
</span>
</div>
<div class="GatheringPowerActual">
Gathering Power: $Player_gathering_power
</div>
<div class="GatheringFinished">
<span id="GatheringFin">
<<if $Player_gathering_energy lte 0>>
<<link "Finish gathering" $Prior_location>><</link>> -- No more energy remaining! This node will go on cooldown.
<<else>>
<<link "Finish gathering" $Prior_location>><</link>> -- Abandoning this node early will still cause it to go on cooldown!
<</if>>
</span>
</div>
</div></div></span><</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_1_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_1_icon]]>>
<<set $gathering_1_durability = $gathering_1_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_1_hit to 1>>
<<if $gathering_1_durability lte 0>>
<<set $gathering_1 to "mined">>
<<set $gathering_resource to $gathering_1_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_1_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_1_name -- <<= $gathering_1_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_1_flavour
<br>
</div>
<</replace>>
<<onmouseout>>
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_2_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_2_icon]]>>
<<set $gathering_2_durability = $gathering_2_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_2_hit to 1>>
<<if $gathering_2_durability lte 0>>
<<set $gathering_2 to "mined">>
<<set $gathering_resource to $gathering_2_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_2_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_2_name -- <<= $gathering_2_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_2_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_4_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_4_icon]]>>
<<set $gathering_4_durability = $gathering_4_durability - $Player_gathering_estimate>>
<<set $gathering_4_hit to 1>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<if $gathering_4_durability lte 0>>
<<set $gathering_4 to "mined">>
<<set $gathering_resource to $gathering_4_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_4_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_4_name -- <<= $gathering_4_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_4_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_3_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_3_icon]]>>
<<set $gathering_3_durability = $gathering_3_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_3_hit to 1>>
<<if $gathering_3_durability lte 0>>
<<set $gathering_3 to "mined">>
<<set $gathering_resource to $gathering_3_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_3_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_3_name -- <<= $gathering_3_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_3_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_5_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_5_icon]]>>
<<set $gathering_5_durability = $gathering_5_durability - $Player_gathering_estimate>>
<<set $gathering_5_hit to 1>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<if $gathering_5_durability lte 0>>
<<set $gathering_5 to "mined">>
<<set $gathering_resource to $gathering_5_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_5_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_5_name -- <<= $gathering_5_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_5_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_D_Temp to "Zipper Arm Cannon">>
<<set $I_W_T_Temp to "Zipper Arm Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Zipper_Arm_Cannon_Position to $I_W_P>>
<<set $Zipper_Arm_Cannon_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $I_SW_Temp to $Freqblade_Knife_Icon>>
<<set $I_SW_D_Temp to "Freqblade Knife">>
<<set $I_SW_T_Temp to "Freqblade Knife">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $Freqblade_Knife_Position to $I_SW_P>>
<<set $Freqblade_Knife_Location to "Player">>
<</if>>
<</nobr>><<nobr>><<set $I_A_Temp to $Impact_Vest_Icon>>
<<set $I_A_D_Temp to "MERCANOID Standard Issue Impact-Vest">>
<<set $I_A_T_Temp to "Impact Vest">>
<<include "Pickup Armour">>
<<if $Inventory_a_full is 1>>
<<dialog>>$Player_alias cannot carry any more armours!<</dialog>>
<<else>>
<<set $Impact_Vest_Position to $I_A_P>>
<<set $Impact_Vest_Location to "Player">>
<</if>><</nobr>><<nobr>><<set $I_AC_Temp to $Breaching_Jacket_Icon>>
<<set $I_AC_D_Temp to "MERCANOID Breaching Jacket">>
<<set $I_AC_T_Temp to "Breaching Jacket">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Breaching_Jacket_Position to $I_AC_P>>
<<set $Breaching_Jacket_Location to "Player">>
<</if>><</nobr>><<nobr>><<set $I_CL_Temp to $Breaching_Wear_Icon>>
<<set $I_CL_D_Temp to "MERCANOID Breaching Wear">>
<<set $I_CL_T_Temp to "Breaching Wear">>
<<include "Pickup Clothing">>
<<if $Inventory_cl_full is 1>>
<<dialog>>$Player_alias cannot carry any more clothing!<</dialog>>
<<else>>
<<set $Breaching_Wear_Position to $I_CL_P>>
<<set $Breaching_Wear_Location to "Player">>
<</if>><</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<if $C_Smart_Bandage is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smart_Bandage_Icon>>
<<set $I_C_D_Temp to "Smart Bandage">>
<<set $I_C_T_Temp to "Smart Bandage">>
<<set $I_C_S_Temp to 1>>
<<if $C_Smart_Bandage is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smart_Bandage_Position to $I_C_P>>
<<set $C_Smart_Bandage to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Level_1_Keycard_Icon>>
<<set $I_K_D_Temp to "Level 1 Keycard">>
<<set $I_K_T_Temp to "Level 1 Keycard">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Level_1_Keycard_Position to $I_K_P>>
<<set $Level_1_Keycard_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<div class="disable-select">
<<set $Shop_Stack to 1>>
<<link "<">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $C_Gold_Nugget)>>
<<replace "#stack-replace">>Selling; $Shop_Stack<</replace>>
<</link>>
<span id="stack-replace">Selling; $Shop_Stack</span>
<<link ">">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $C_Gold_Nugget)>>
<<replace "#stack-replace">>Selling; $Shop_Stack<</replace>>
<</link>>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Gold_Nugget_Position>>
<<if $C_Gold_Nugget is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Gold_Nugget_Icon>>
<<set $I_C_D_Temp to "Gold Nugget">>
<<set $I_C_T_Temp to "Gold Nugget">>
<<set $I_C_S_Temp to 1>>
<<if $C_Gold_Nugget is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Gold_Nugget_Position to $I_C_P>>
<<set $C_Gold_Nugget to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<if $gathering_resource is "GOLD NUGGET">>
<<include "Gold Nugget Pickup">>
<<dialog>>
$Player_alias successfully excavates a Gold Nugget!
<</dialog>>
<</if>>
<<if $gathering_resource is "GLOW CRYSTAL">>
<<include "Glow Crystal Pickup">>
<<dialog>>
$Player_alias successfully excavates a Glow Crystal!
<</dialog>>
<</if>>
<<if $gathering_resource is "GLOW SHARD">>
<<include "Glow Shard Pickup">>
<<dialog>>
$Player_alias successfully excavates a Glow Shard!
<</dialog>>
<</if>>
<<if $gathering_resource is "SECURE CASE">>
<<include "Secure Case Pickup">>
<<set $MERCA_Selene_Quest to 2>>
<<dialog>>
With one last careful strike, Mio successfully dislodges the case from its fleshy bondage. She grabs the handle and tugs it the rest of the way out, giving it a small swing before she adjusts to its weight... time to get this back to Selene.
<</dialog>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<include "Gathering Interface">>
<</nobr>> <<nobr>>
<<if $B4B3_Scene is 0>>
<span style="color:#D891EB">"Mio? What is it you have there?"</span> B4B3 inquires, taking a break from her busy schedule of zipping about the room, throwing blazing fast (but utterly minuscule) punches, revelling in her diminutive new body. Hovering a good ways up from Mio's location, the cheerful support unit swoops down in a twirling dive, pulling up at the last second in front of the bemused Android's face, hands planted firmly upon shapely hips with a wink of her glowing almond-indent eyes. It's an impressive little display, somewhat ruined when Mio casually reaches up from her seat to poke B4B3's smirking expression, a light 'tap' of metal-on-plastic enough to leave the drone-bodied girl wobbling to regain her balance mid-flight with a soft <span style="color:#D891EB">'ah!?'</span>.
<br><br>
<span style="color:#E5CEF3">"Not sure, truth be told..."</span> Mio trails off, raising her other hand, eyes flitting across the code projected as a hologram from her palm. <span style="color:#E5CEF3">"It's... sloppily written, to say the least. Functional, but a lot of redundancies. Made for private use, rather than for others to judge. All she told me was to use it if I felt... 'the need'. Whatever that means..."</span> she allows herself to trail off again, unwilling to admit that she has a pretty good idea, the smug, knowing smile of the tentacle-haired techie conjured up in her databanks. B4B3 tilts her head from side to side: Mio can't help but marvel at how swiftly she's picked up on such organic body language.
<br><br>
<span style="color:#D891EB">"Well!... I'm curious, so let's find out!"</span> B4B3 exclaims with a soft giggle, catching Mio off guard. Before the more serious Synthetic can voice a protest, B4B3 twirls on the spot in mid-air, swiping her claw-hand through that projected code and copying it, her eyes flashing a few times as she executes the file! Mio tuts, placing a hand on the side of her pod to stand up, only to falter.
<br><br>
<span style="color:#E5CEF3">"Ah-- B-3! You should know better than to--"</span>
<br><br>
<span style="color:#D891EB">"It's fiiiine! I doubt Miss Ervina would do anything to-- hh-- o-oh?"</span> the support unit shudders, freezing in mid-air!... before she squirms, legs clamping together tightly, arms twitching uncertainly by her sides. <span style="color:#D891EB">"S-something... shifting! B-biomech mass is being used to-- to!--"</span> she gasps, eyes glitching severely before twisting into a flustered '><' expression! Mio gasps with concern, reaching out to catch her ally before her thrusters sputter out, the support unit cradled against the larger 'bot's chest, hands supporting her back.
<br><br>
<span style="color:#E5CEF3">"To what?! What did that ridiculous code-- d-do?"</span> Mio gasps, eyes wide, question answered before she could even finish it. A high-pitched cry from her cradled companion terminates in a relieved grunt as the formerly smooth, black space of her groin erupts upwards, the head of a prodigious prick bobbing so close to Mio's face that the poor Droid goes crosseyed for a moment before she focuses off of it! B4B3's eyes flicker and reactivate, the drone glancing around aimlessly... before her gaze falls on the newly-grown appendage. It'd be a thing of pride on a man a head taller than Mio, but on the pixie-like mini-bot? B4B3 yelps in surprise, practically leaping out of Mio's arms and hovering a couple of feet away from her, that absurd length bobbing stiffly with the frantic motions - shiny, obsidian black, visibly heated, with exaggerated, bulging veins running from tip to the base... above a pair of equally weighty, pendulous balls. The limited capabilities of B4B3's expressions are pushed to their absolute limits as she stares at the twitching pillar jutting from between her trembling legs: each eye dimmed to a single pixel, shocked pinpricks half-hidden behind her claw and buster-hand crossed over her 'mouth'.
<br><br>
Having recovered from her own shock, Mio can only offer her finest deadpan - gaze firmly trained on B4B3's eyes, rather than that... <i>girth.</i>
<br><br>
<span style="color:#E5CEF3">"See? Told you... B-3?.. Respond!"</span> Mio demands with a worried edge to her voice at her companion's frozen pose.
<br><br>
<span style="color:#D891EB">"Feels... f-feels!..."</span> B4B3 starts with a quiet squeak in her tone, before her hips buck forwards harsh enough to throw her off-balance, that spear jousting up close enough to nudge Mio's cheek! It leaves behind a sticky 'kiss', a dollop of thick, clear lubricant connecting their bodies by a thin string, even after being displaced upon the raised cheek of Mio's grimace. <span style="color:#D891EB">"Ukgh!!-- S-so-- so sensitive! I-I-I-I-oooooh!! T-the tiniest draft is!--"</span> the support unit is interrupted by a stifled cry and a mighty <b>throb</b> before Mio's eyes, a noise carrying all manner of conflicting feelings towards the club standing between the drone's legs before one of those capped 'feet' find their way onto Mio's shoulder, thrusters alone not cutting it to keep B4B3 airborne with these spikes of... turbulence. It brings that weighty shaft into sharp focus before the Android's eyes once more, easily measuring across the width of her head, B4B3's manipulator-hand clamped gently upon Mio's sculpted helmet. <span style="color:#D891EB">"S-sensations overloading... tanks... b-beyond recommended capacity!-- M-Miss Mio, I-I could really use a... a... a 'hand'!!"</span>
<br><br>
The word is punctuated by another <b>-throb-</b>, harsh and heavy. Mio, despite her irritation at her comrade's lack of caution... can't seem to take her eyes off of it, tracing up and down with the diminishing bounces it makes before her eyes. Seething and breaking eye contact, the grumpy Android raises a hand and gingerly touches that damnable rod - just as heavy as it looks, soft up to a brief point... before the squish gives way to a dense, solid impassibility. B4B3's squeak and twitch says it all: it was very nearly a cry and a thrust, a harsh pulse felt against Mio's fingers before she curls them into a grip around the brutish fuckspire. Irritated though she may be, something flutters in the Synthetic's core at the delighted noise her companion makes from that merest of squeezes.
<br><br>
<span style="color:#E5CEF3">"Ugh, you dope. F-fine, I'll... take care of this. You're not going to be any good to the mission lugging this thing around... How-- hrmph. How much is there to drain, exactly?--"</span> Mio tuts, eyes flicking to those heaving balls, briefly mesmerized by the way they clench upwards whenever her hand glides down from the bloated crown to the thick, solid base of it. Despite the vast difference in size between the two, Mio swiftly realizes that no matter the angle, she can't wrap a single hand around the girth of it all the way!...
<br><br>
<span style="color:#D891EB">"It... oo-ooh, it just says-- 'o-over capacity!'-- G-GOSH!"</span> B4B3 yelps, suddenly leaning forward to clasp Mio's hand as though her life depends on it, whatever grace she had left sucked right out of the airlock as she thrusts with manic need against the imperfect seal of her companion's clenched fingers. Mio is stunned by the display, only dimly aware of the need to keep up the pressure of her grasp, watching as B4B3 does the best she can with what she's given... and listening to modulated, partially distorted sighs of relief give way to groans of frustration and a mounting mantra of <span style="color:#D891EB">"not enough... not enough... not enough!!... Not!--"</span>
<br><br>
<span style="color:#E5CEF3">"--Enough! This obviously isn't working, and if you keep this up you're going to wear something out - on me or on you."</span> Mio sighs, releasing her grip without warning, B4B3 almost tumbling forward with a dismayed little chirp. Mio catches her, much to the support unit's relief - and then her brief confusion as hands find their way to the shapely hips of her chibi-sculpted body, turning her around to face her partner... her length shining all the more now that it has a thin layer of that abundant lubricant smeared across it from her frantic humping, painting Mio's other cheek with a few sticky strands before adjustments are made. B4B3 flails for a moment until her capped feet find their way upon Mio's shoulders, hands - both clawed and gun-barrelled - resting atop her head, parted enough to let the mini-bot look down at the swell of her troublesome prick resting upon her partner's face.
<br><br>
The sight is committed to the securest storage she has to offer; the way Mio's one visible eye crosses inwards slightly to keep it within focus... the other obscured beneath it. The way she shuffles adjusting backwards, neck craned to let it slide down her smooth, flawless synthskin. The <i>look</i> she gives up at her support unit: an odd mixture of irritation unsuccessfully masking affection, emotions B4B3 doesn't know well but painted so strongly on the Synthetic's face. And then the words...
<br><br>
<span style="color:#E5CEF3">"You're going to owe me for this."</span> Mio declares, that throbbing cockhead poised between her nose and lips.
<br><br>
<span style="color:#D891EB">"F-... for wha-?-O-OOHMYGOSH!!--"</span>
<br><br>
Mio's plush lips part and close upon the head of B4B3's prick. B4B3's eyes frazzle and glitch before the pixels reconfigure into a pair of pulsing hearts, beating all the faster when Mio's slender tongue shifts from beneath the jaw-stretching girth to swirl in a circle around and around and around... the slightest of smirks painting the corners of the larger woman's stuffed lips. Comfortably sat as she is, Mio just hands a steady hold on B4B3's hips - feeling the telltale twitches of over-eager desire to thrust deeper. No, her partner needs to learn a thing or two about patience, so that's precisely what she's going to do. Mio's glowing eyes, having briefly closed moments before, slowly flutter open to stare up at the overwhelmed, trembling drone, pulling her in a mere inch closer to lather more of that excitable shaft up with synthetic spit. This Gynoid model body seems to have more than a few pre-programmed routines, but at least they're coming in handy here... even if they are a tad irritating as they bombard Mio's neural core with helpful 'suggestions', the majority of which seem to have no understanding of foreplay.
<br><br>
<span style="color:#D891EB">"I'm gunna go-- eeiii, I'm going crazy!! It feels so GOOD! How do organics DEAL with this?!"</span> B4B3 whines gleefully, grip tightening on the hat of Mio's sculpted helmet. She offers nought but a little hum in response, followed by a slightly audible smirk at the way that most minor of vibrations make the support unit shiver in delight. The analysis of taste upon her tongue reads all manner of artificial - an over-abundance of iron overpowering mostly neutral flavours of silica... but what it lacks in accuracy of taste, it makes up for in reactions. A sex toy on the tongue, and in appearance... but the living, genuine article in the way it beats and swells between her lips, strong enough to feel them stretch just a little beyond their comfortable tautness. And, of course, in the abundance of lubricating 'pre' it joyfully spurts upon the back of her tongue, mostly tasteless but loaded with several chemicals of questionable legality. Mio maintains her dominant stance - despite her seated position - and the expression to go with it, but the laced cocktail of chems is having an effect, spurring her on a little faster than she intended. Before long, Mio is bobbing her head back and forth, encouraged by the simply adorable noises B4B3 makes as those ridiculously cute heart-shaped eyes thrum like fireworks. But even as inch after inch slides back and forth across slickened lips, Mio glances down, faltering for just a moment when she realizes that she's only covered a mere third of it.
<br><br>
Given Ervina's hullbreaking hips, her status as a size queen should probably have been more obvious. That brief hesitation, however, snaps B4B3 right out of her state of blissful delirium. Mio frowns slightly when the feels the one-handed grip on her head tighten... and then automated 'gag' routines kick in when the battering-ram head of her companion's club of a cock pushes into and down her throat with a booster-assisted thrust!
<br><br>
<span style="color:#E5CEF3">"MMrgkh--?! LGhk--"</span>
<br><br>
<span style="color:#D891EB">"I'm sorry Miss Mio!!-- OooOOoooh-- you're doing such a good job bu-bu-but this code is--"</span> B4B3 stutters, her eyes frazzling out for a moment before they shift into rapidly-beating hearts, her petite armoured body thrumming with nervous energy. <span style="color:#D891EB">"I-it doesn't want me to let you do all the work!... It wants ME to do it!"</span>
<br><br>
Words, punctuated by action. Mio lets out another little <span style="color:#E5CEF3">'glrk--'</span> as B4B3 pulls out to the very tip, legs and arms stretched to their limits in their haphazard placement upon Mio's body!... before she slams back inside the awaiting hole, stretching Mio's jaw wide and eliciting a series of heavy, wet gags with each eager, humping thrust.
<br><br>
As her head is rutted into the backrest of her seat, Mio can't help but mentally point out that this isn't fulfilling <i>her</i> needs... but then, the cumulative effects of that deluge of pre-spunk pumping down her slick, ridged fucktunnel of a throat is definitely starting to take a toll. With her hands still uselessly planted on her companion's pistoning hips, Mio squirms where she sits. She writhes deeper and deeper into her seat as her lids grow heavy, vision narrowing, becoming nothing more than the gleeful tilt of B4B3's eyes as she ruts away as though her very existence depends on it.
<br><br>
<span style="color:#D891EB">"G-gosh, Mio! No wonder those monsters are so eager to bag you-- nngh~! Your throat feels incredible! I could do this f-forever!"</span> she whines, still managing to sound cute even as she utters something so vulgar - if Mio's cheeks could sting, they surely would. The smooth plastform casing of her torso plating begins to bash against Mio's nose, those heavy, overproductive nuts swinging into her chin again and again and again. Each contact is brief, weighty, but transmits enough data from touch alone to tell Mio that despite her companion's bluster... she's on the verge of bursting. And yet, B4B3 holds on. It seems any notion of assisting Mio with <i>her</i> desires are more than a little overwritten by Elvina's straightforward behavioural code... if full, thrust. Loop until <b>empty.</b> There's room for... creative interpretation, to be sure: It's obvious that B4B3 wants to fit in as many 'loops' as possible, which means more of that laced pre seeping into Mio's throat, filtrating through the biomechanical systems of her salvaged Gynoid body... and driving her to such needy heights that even this conquering facefuck from a girl a fraction of her height carries a tantalizing <i>thrill.</i> Just as B4B3's injected code demands her frantic thrusting, the many subroutines installed in this body of Mio's encourage her to enjoy it.
<br><br>
As B4B3's hips charge forwards, Mio's head approaches. As her throat stretches, so too does it clench and ripple with simulated swallows. Even with her tongue crushed flat within her mouth, she begins to slather it from side to side, anything to engage, to indulge... to satisfy that code that tells her that pleasure lies in the pleasure of others. The noises B4B3 makes in response to those efforts are most rewarding - so many coo's and chirps and startled little 'ah!'s, but none of them bring Mio any closer to release: instead, they merely throw fuel upon a fire at risk of becoming an inferno.
<br><br>
<span style="color:#F33898"><b>Lost 50 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 50, 0, $Player_focus_max)>>
<br><br>
With this in mind, the sudden deluge unleashed down her gullet might as well be nitroglycerin. B4B3 seems to catch herself off guard as her brutish third leg introduces her to one last new sensation... the reward for her tireless, frantic facefucking. Her manipulator claw grasps Mio's 'hair' tightly, the little pixie-styled drone practically laying herself over Mio's head, sturdy torso plating mashed tightly against the doll-type droid's nose, pushing it up and slightly off to the side at an unflattering angle. Those heavy, overladen balls clench upwards, dragging up along Mio's bulging neck and chin as they compress inwards, quite literally squeezing the synthetic fuckmuck within out by force: the first rope of it hits Mio's stomach like syrup dropped from a spoon, thick and heated and <i><b>heavy.</b></i> For her part, the Mercanoid lies back and swallows - a token gesture, but one appreciated as made evident by a delighted, shivering gasp escaping from B4B3's mouthless face. She's otherwise silent save for her little moans that accompany each contrastingly savage, clench-driven spurt of cream, barely heard beneath the humid weight of each of Mio's long, languid gulps and gags, belly filled more and more with each passing moment.
<br><br>
<b><span style="color:#E5CEF3">"MMmlluuughk... Mluuughk--guhk... Glluuuughk...--Bluuhk!--Aaaah..."</span></b>
<br><br>
Mio doesn't need to breathe but, all the same, a dramatic inhaling gasp seems appropriate. That's just what she does when B4B3, suddenly shaken from her stupor, renews her grip and jerks her hips back, needing to adjust her footing to tug the last few inches free from her comrade's spit-shined lips. While she obviously has no sweat to wipe, she still performs a little pass across her forehead with her buster-arm, chiming a relieved, exerted noise as she does so. It's a little motion, but it still makes her saliva-slickened prick bob and weave in Mio's face, extending past her head and resting across her shoulder as B4B3 hangs onto her upper body with a single hand and a single foot.
<br><br>
<span style="color:#D891EB">"That was... amazing!~ You feel just incredible, Mio... good news; that used up a bunch of the 'stuff' I'm storing!"</span> she reports with glee, eyes long-since restored to display a pair of friendly half-almonds. Welcome news, to be sure: but as Mio further regains her bearings, she watches as those eyes rotate, taking on a slightly menacing edge in their new position... <span style="color:#D891EB">"Just 87% to go~."</span>
<br><br>
<span style="color:#E5CEF3">"87?!--"</span> Mio squeaks. Silence, as a giddy half-panic grips Mio's mind with no idea what the other emotion it's mixed with could be. She's already more worked up than she thought possible, and B4B3 looks like she's about to dive right back down her throat! A splutter escapes her as B4B3's mighty prick pulses harshly enough for her to pick up the rush of it in her aural sensors... soon joined by an impish giggle as those eyes return to their regular orientation.
<br><br>
<span style="color:#D891EB">"Ah, I'm sorry, I couldn't resist! It's, ah, more like 50%. One more time! I've taken the liberty of commencing a diagnostic link, Miss Mio..."</span> she trails off, shuffling in a little closer to nuzzle her 'cheek' against Mio's own, ignoring the larger woman's huffy little protest - still annoyed at that little 'joke'. <span style="color:#D891EB">"So... I know exactly what you need. Ah--"</span> she releases her grip on Mio, hovering before her as she drifts back a little, no longer trapping the Droid within her breaching pod... raising her clawed hand and twirling a single finger in a smooth circle. <span style="color:#D891EB">"My scan indicates this will work best if you turn around on your knees. Trust me!~"</span>
<br><br>
Mio pauses for a moment. Considers. Despite B4B3's boost in confidence, it would be simple enough to take charge of this situation, jerk the last dregs of that heavy, heated synthetic seed out of her, and get back to work. The fasted route. The simplest route. The most efficient way of getting back to their shared mission... and yet, Mio sighs with a shudder, barely able to focus on individual memory files and calculations with the cocktail of chemicals racing through her biomechanical veins. <span style="color:#E5CEF3">"You're going to owe me for this..."</span> she mutters her declaration, giving a huffy smile as she takes that advice and shifts in her seat, twisting onto her hip and then turning onto her knees, hands on the backrest of her seat, backside thrust out behind her... a gasp escaping the 'bot when B4B3 gleefully touches down for landing upon the ample 'helipad' provided, skillfully parting Mio's $Player_outfit_bottom aside as she straddles her hips, little legs stretched to their limits... freakish length nestled between pale cheeks, throbbing stiffly against the holes nestled between them.
<br><br>
<span style="color:#D891EB">"I already do, Miss Mio! But rest assured..."</span> B4B3 chirps happily, wiggling her hips from side to side as she raises them up, prick sliding up against Mio's heated synthetic snatch as she lines up, causing the Mercanoid to grip her seat so tightly she risks leaving permanent grooves in the cheap faux-leather. The sheer difference in size between the two drives the growing, giddy thrill in Mio's systems all the further: B4B3 is less mounting her, and more mountaineering. <span style="color:#D891EB">"I'm gunna settle that debt right here and <b>-now-.</b>"</span>
<br><br>
<span style="color:#E5CEF3">"Ah-?"</span> Mio gasps, eyes briefly flashing bright enough to illuminate the gloom of her pod. Reaching to the back of her neck - and doing her best to ignore the bloated head of her partner's cock nudging against her needy slit - her fingers brush against a cable stealthily stuck into one of the ports concealed beneath the bob-cut of her helmet, connecting her and B4B3 together at best possible speed. <span style="color:#E5CEF3">"What're you?..."</span> she trails off, glancing over her shoulder, beholding a delighted tilt to B4B3's rounded eyes, the cable stemming from the palm of her manipulator claw. <br><br>
Luridly, the thought occurs to Mio just how much it resembles a held leash.
<br><br>
<span style="color:#D891EB">"I told you! I'm running a diagnostic. So I'll know exactly... where... to <b>-thrust!-</b>"</span> B4B3 giggles, matching the emphasis of that final word with the speed and jet-assisted power behind the action! Mio's head jerks back round to bury into the headrest, muffling a loud squeak as she's filled up to the hilt in a single slam! With no need to breathe, taking it down her throat was a deceptively simple thing. But rammed deep inside a hole sculpted to do everything it can to mimic and surpass the 'real' thing, up to and including the sensations washing over her?... even half-obscured by the plush faux-leather she's mashing her face into, her eyes flare and flicker brightly enough to paint the storage lockers of the pod. B4B3 wastes no time revelling in the snug, comforting fit her partner has to offer: she immediately pulls back, feet resting on Mio's backside to push herself back, weaving the link cable around her wrist to keep from flying right off of her. She slips out to the very tip!... and then rushes back inside, angling herself downwards this time, hitting an entirely new pocket of pleasure. <span style="color:#D891EB">"Like <b>-this-</b>... and <b>-this!-</b>... and <b>-THIS!~-</b>"</span>
<br><br>
At first, each thrust is re-angled. The data-link between them feeds B4B3 plenty of information which she quickly sifts through, figuring out what translates to 'pleasure' for her partner, quickly developing a model for perfection: the right angles, the right speed, the best possible level of pressure to apply as hips bounce against pert, pale synthflesh cheeks. To the eye of a bystander, it would look little different to the self-serving jackhammer thrusts of that earlier face-humping... unless one looked closely. The way B4B3's wing-shaped thruster directors twitch and furl and part to direct the little jet bursts she makes with each press inwards, or the substantial decrease in her warbling, distorted cries: now determined huffs of effort, her runtime so devoted to figuring out the equation of Mio's desires that she often forgets to make any sound at all. With Mio's own, self-imposed muffling, the result is tiny yelps almost entirely buried beneath the frantic rhythm of artificial bodies colliding, a rapid-fire <b>-Smak!- -Smak!- -Smak!-</b>
<br><br>
And so it goes, for a good, long while. Mio's trim stomach stretched around the plundering length, right along the usually nigh-invisible seam where grafted plates of synthetic flesh meet. A failsafe, to prevent damage in precisely this situation... or, in truth, ones far more severe. This torso may be cheap, but it was designed for a purpose, and designed to <b>withstand</b> that purpose, regardless of the partner's size and savagery. Nonetheless, no invention is perfect, and B4B3 is not without mercy; true to her word, she's doing this for Mio, not just herself. It would be so easy to drive the Mercanoid until her CPU overloaded into a hard reboot, so overloaded with sensation!... but the support unit is considerate. Whenever she detects that her pillaging thrusts are in danger of building to such a cascade, she changes tact, even slows down here and there, sometimes for her own benefit - or rather, that of her pulsing shaft, rippling with pleasure as it's massaged by Mio's welcoming slit. Again, it would be so easy to just rut with her to a quick and glorious crescendo... but this time, B4B3 is determined that she isn't finished until Mio is. To that end, however, her eyes swivel into a mischievous slant as she comes upon an idea during one of her slow, languid thrusts, watching the back of Mio's head barely tremble as she pushes herself further into the backrest for support.
<br><br>
<span style="color:#D891EB">"Mio... the more data I have, the better I can make you feel. Visual, tactile, direct connection... but I'm missing a lot of aural info.~"</span> B4B3 snickers, her well-fucked partner too groggy to catch her meaning right away. Soon, however, Mio's eyes flit open as she feels a slight tug from the cable connecting them both, the Android stubbornly pushing her mouth shut against the seat - a huffed <span style="color:#E5CEF3">'Nnpmh!'</span> of bratty protest - before B4B3 dares to lean right back, holding onto the cable like the reigns of a chariot, tugging with her claw hand and a single loop around the barrel of her buster, giving her enough tug to yank Mio free from her self-imposed silencer... before the drone slams back inside with a giggle, relishing in the heady, echoing <span style="color:#E5CEF3"><b>'Gyyyingh!~'</b></span> from Mio!
<br><br>
<span style="color:#E5CEF3">"You little!-- AAGNGH~-- Bully!!-- Uuuhhn!~--"</span> she splutters, back to supporting herself with hands upon the seat before they splay out, grabbing at a shelf each on opposing sides of the cramped pod. Mio simply hangs on for dear life as B4B3 redoubles her efforts, pushing her body's core to its power limits as her hips begin to blur from the speed and intensity of their coupling, spurred on by each delicious cry Mio can hide no longer... <span style="color:#E5CEF3">"FUCK-~ AGNH- OOH!-- T-THERE-- NNH-- AANH-- S-STARS--"</span>
<br><br>
<span style="color:#D891EB">"T-that's more like-- uuhn!-- M-Mio, y-you're too tight!!--"</span> B4B3 gasps out, the impish confidence she's developed over the last few minutes finally showing some old cracks as Mio uses her new grip on her surroundings to meet each thrust with an arch of her back and a pitched <b>slam</b> backwards! <span style="color:#D891EB">"Y-you're gunna make ME overload!!-- AHN!!--"</span>
<br><br>
<span style="color:#E5CEF3">"And who's!-- fault!-- is THAT!?~"</span> Mio huffs back in reply, unaware of the dent she's just put in one of the pod's flimsy shelves with her iron grip... just as much pressure currently wrapped around B4B3's increasingly shallow, rapid little dives into the larger Synthetic's body. <span style="color:#E5CEF3">"F-finish what you started, I-- NGH~-- I'm close!!--"</span>
<br><br>
Words beyond this point begin to fail, half-formed and interrupted by errant moans, cries, or buzzing distortion accompanied by flickering eyes. Kept just below the peak of an overload for so long by B4B3, Mio's sudden and eager involvement in slamming herself back on each thrust has taken the control out of her partner's hands - and with it, the delicate balance keeping her from glitching out on synthetic monstercock! Even with warning signs flashing in her HUD, Mio keeps up the vigour, the balance of dominance between the two now riding the middle with quivering perfection. Pace intensifies. B4B3 finds the most promising angle and relentlessly abuses it, turning Mio's already broken words into warbling cries of ecstasy... spurring her to clench tightly, to relish in losing control, forcing B4B3's thrust to become shallower and shallower and for her precariously mounted feet to slip and!--
<br><br>
Mio shudders and seizes up, eyes rolling up, teeth clenched as B4B3 collapses against the small of her back and simply hangs on. Her claw pulls the link-cable so hard it almost yanks out despite the release-catch, her pulsing prick plugging the larger Android up to the very hilt as her heaving balls rise, compress, and unload with the force of a runaway firehose. Neither woman can find the words to describe the feeling, nor do they possess the ability to voice them even if they did. The first blast of over-pressured synthspunk rockets Mio right over the edge, a climax so intense as to briefly force her neural core into safe mode, her expression fluttering all sorts of silly for a moment before, piece by piece, her mind re-activates...
<br><br>
... Satisfied beyond measure. <<set $Player_focus to $Player_focus_max>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>> <b>Focus was restored to <<= $Player_focus>>!</b>
<br><br>
And so it is that Mio rides out the last vestiges of B4B3's climax with a clear and level head, expression turning into a warm, content smile... grappling with that throbbing cock buried so deep inside her with careful, coaxing clenches to wring out every last drop. B4B3's mewling cries are appreciative, as are the little squeezes she gives her partner from behind, shakily releasing the link-cable with a flick of her wrist as the final trickle of synthetic seed pours into Mio's well-filled flower.
<br><br>
<span style="color:#E5CEF3">"Next time, B4B3... you ask before doing."</span> Mio huffs, crossing her arms in front of her upon the backrest, supporting herself a little less destructively than her harsh-handed grasp on the damaged shelves and lockers around her. One eye shuts as she shifts slightly on her knees... so full, contents under pressure from the still-present plug created by B4B3's shaft.
<br><br>
<span style="color:#D891EB">"Roger... that!.."</span> B4B3 replies quietly, face buried so snug against the slender arch of Mio's back as to stifle the discrete speaker mounted where her mouth would be on a less stylized model. And yet, even through that layer of dampening... Mio can't help but pick up on a cheeky, perhaps not entirely honest edge to her tired voice.
<br><br>
<<linkreplace "Clean up...">>
It takes a while for B4B3's endowment to fade, even with her balls so thoroughly drained of their excessive payload. It's time Mio spends cleaning up in the aftermath, the storage module's means to do so being... limited. Nevertheless, the pair are soon ready for action once more!
<br><br>
<<link "Back to the mission." "Storage Module 3-1">><</link>>
<</linkreplace>>
<</if>>
<<if $B4B3_Scene is 1>>
<span style="color:#D891EB">"Say, Mio... what've you got there?"</span> B4B3 inquires, taking a break from her busy schedule of zipping about the room, throwing blazing fast (but utterly minuscule) punches, revelling in her diminutive new body. Hovering a good ways up from Mio's location, the cheerful support unit swoops down in a twirling dive, pulling up at the last second in front of the grumpy Android's face, hands planted firmly upon shapely hips with a wink of her glowing almond-indent eyes. It's an impressive little display, somewhat ruined when Mio casually reaches up from her seat to poke B4B3's smirking expression, a light 'tap' of metal-on-plastic enough to leave the drone-bodied girl wobbling to regain her balance mid-flight with a soft <span style="color:#D891EB">'ah!?'</span>.
<br><br>
<span style="color:#E5CEF3">"I'm examining Ervina's little 'stress relief' package again. I want to know if the way it made you act was a bug, or a... feature."</span> Mio admits with a slight huff, raising her other hand, eyes flitting across the code projected as a hologram from her palm. <span style="color:#E5CEF3">"I knew she was pretty uninhibited, given how we met... but honestly!"</span> she sighs with a roll of her eyes, the smug, knowing smile of the tentacle-haired techie conjured up in her databanks. Unwilling to admit, too, that she found the experience rather enjoyable. B4B3 tilts her head from side to side: Mio can't help but marvel at how swiftly she's picked up on such organic body language.
<br><br>
<span style="color:#D891EB">"Ohoh?... sounds like further testing is in order, Miss Mio!"</span> B4B3 exclaims with a soft giggle, catching Mio off guard. Before the more serious Synthetic can voice a protest, B4B3 twirls on the spot in mid-air, swiping her claw-hand through that projected code and copying it, her eyes flashing a few times as she executes the file! Mio tuts, placing a hand on the side of her pod to stand up, only to falter.
<br><br>
<span style="color:#E5CEF3">"B4B3! I didn't--"</span>
<br><br>
<span style="color:#D891EB">"Pft. Yeah? Just examining the code for 'fun', right in front of me? Huh?"</span> the support unit snickers, then shivers, freezing in mid-air!... before she squirms, legs clamping together tightly, arms twitching by her sides. <span style="color:#D891EB">"O-oh, wow! It feels just as good as last time! Everything's... ngh, shifting around, and--"</span> she gasps, eyes glitching severely before twisting into a flustered '><' expression! Mio gasps with concern, reaching out to catch her ally before her thrusters sputter out, the support unit cradled against the larger 'bot's chest, hands supporting her back.
<br><br>
<span style="color:#E5CEF3">"Yet you still can't handle it! Honestly, you--"</span> Mio gasps, eyes wide, interrupted yet again before she could finish. A high-pitched cry from her cradled companion terminates in a relieved grunt as the formerly smooth, black space of her groin erupts upwards, the head of a prodigious prick bobbing so close to Mio's face that the poor Droid goes crosseyed for a moment before she focuses off of it! B4B3's eyes flicker and reactivate, the drone glancing around aimlessly... before her gaze falls on the newly-grown appendage. It'd be a thing of pride on a man a head taller than Mio, but on the pixie-like mini-bot? B4B3 gives a cheer of triumph, practically leaping out of Mio's arms and hovering a couple of feet away from her, that absurd length bobbing stiffly with the frantic motions - shiny, obsidian black, visibly heated, with exaggerated, bulging veins running from tip to the base... above a pair of equally weighty, pendulous balls. The limited capabilities of B4B3's expressions are pushed to their absolute limits as she stares at the twitching pillar jutting from between her quivering: each eye tilted into something resembling a look of arrogant pride, her hands planted on her hips smugly.
<br><br>
Having recovered from her shock, Mio can only offer her finest deadpan - gaze firmly trained on B4B3's eyes, rather than that... <i>girth.</i>
<br><br>
<span style="color:#E5CEF3">"Ugh. There. Are you proud of yourself, you little miscreant?"</span> Mio demands with her gloomiest possible tone, even though she's pretty sure it just excites the Support Unit.
<br><br>
<span style="color:#D891EB">"Totally!~"</span> B4B3 exclaims with an unintentional squeak in her tone before her hips buck forwards harsh enough to throw her off-balance, that spear jousting up close to nudge Mio's cheek! It leaves behind a sticky 'kiss', a dollop of thick, clear lubricant connecting their bodies by a thin string, even after being displaced upon the raised cheek of Mio's grimace. <span style="color:#D891EB">"J-jeez, it's just as sensitive as before, though! I-I can't even-- control my hips!!--"</span> the support unit gasps, punctuated by a stifled cry and a mighty <b>throb</b> before Mio's eyes, a noise carrying all manner of conflicting feelings towards the club standing between the drone's legs before one of those capped 'feet' find their way onto Mio's shoulder, thrusters alone not cutting it to keep B4B3 airborne with these spikes of... turbulence. It brings that weighty shaft into sharp focus before the Android's eyes once more, easily measuring across the width of her head, B4B3's manipulator-hand clamped gently upon Mio's sculpted helmet. <span style="color:#D891EB">"A-and it's just as full as last time, too... n-no unit left behind, right, Mio? Help a gal out?~"</span>
<br><br>
The lewd request is punctuated by another <b>-throb-</b>, harsh and heavy. Mio, despite her irritation at her diminutive comrade's arrogance... can't seem to take her eyes off of it, tracing up and down with the diminishing bounces it makes before her eyes. Seething and breaking eye contact, the grumpy Android raises a hand and gingerly touches that damnable rod - just as heavy as it looks, soft up to a brief point... before the squish gives way to a dense, solid impassibility. B4B3's squeak and twitch says it all: it was very nearly a cry and a thrust, a harsh pulse felt against Mio's fingers before she curls them into a grip around the brutish fuckspire. Irritated though she may be, something flutters in the Synthetic's core at the delighted noise her companion makes from that merest of squeezes.
<br><br>
<span style="color:#E5CEF3">"You need to learn how to ask for permission, you know."</span> Mio grumbles but nonetheless complies, eyes flicking to those heaving balls, briefly mesmerized by the way they clench upwards whenever her hand glides down from the bloated crown to the thick, solid base of it. Despite the vast difference in size between the two Synthetics, Mio swiftly realizes that no matter the angle, she can't wrap a single hand around the girth of it all the way!...
<br><br>
<span style="color:#D891EB">"I can literally read your mind, Mio."</span> B4B3 reminds her with a snicker, though it ends in a yelp as she suddenly leans forward to clasp Mio's hand as though her life depends on it, whatever grace she had left sucked right out of the airlock as she thrusts with manic need against the imperfect seal of her companion's clenched fingers. Mio is stunned by the display, only dimly aware of the need to keep up the pressure of her grasp, watching as B4B3 does the best she can with what she's given... and listening to modulated, partially distorted sighs of relief give way to groans of frustration and a mounting mantra of <span style="color:#D891EB">"not enough... not enough... not enough!!... Not!--"</span>
<br><br>
<span style="color:#E5CEF3">"--Enough! What a surprise, it wasn't sufficient before and it isn't sufficient now! You're going to wear something out - on you or me!"</span> Mio sighs, releasing her grip without warning, B4B3 almost tumbling forward with a dismayed little chirp. Mio catches her, much to the support unit's relief - and then her brief confusion as hands find their way to the shapely hips of her chibi-sculpted body, turning her around to face her partner... her length shining all the more now that it has a thin layer of that abundant lubricant smeared across it from her frantic humping, painting Mio's other cheek with a few sticky strands before adjustments are made. B4B3 flails for a moment until her capped feet find their way upon Mio's shoulders, hands - both clawed and gun-barrelled - resting atop her head, parted enough to let the mini-bot look down at the swell of her troublesome prick resting upon her partner's face.
<br><br>
The sight is committed to the securest storage she has to offer; the way Mio's one visible eye crosses inwards slightly to keep it within focus... the other obscured beneath it. The way she shuffles adjusting backwards, neck craned to let it slide down her smooth, flawless synthskin. The <i>look</i> she gives up at her support unit: an odd mixture of irritation unsuccessfully masking affection, emotions B4B3 doesn't know well but painted so strongly on the Synthetic's face. And then the words...
<br><br>
<span style="color:#E5CEF3">"You still owe me for last time, you know."</span> Mio declares, that throbbing cockhead poised between her nose and lips.
<br><br>
<span style="color:#D891EB">"Oh yeah? I don't see you cashing it innNNYOOHMYGOSH!!--"</span>
<br><br>
Mio's plush lips part and close upon the head of B4B3's prick. B4B3's eyes frazzle and glitch before the pixels reconfigure into a pair of pulsing hearts, beating all the faster when Mio's slender tongue shifts from beneath the jaw-stretching girth to swirl in a circle around and around and around... the slightest of smirks painting the corners of the larger woman's stuffed lips. Comfortably sat as she is, Mio just hands a steady hold on B4B3's hips - feeling the telltale twitches of over-eager desire to thrust deeper. No, her partner needs to learn a thing or two about patience, so that's precisely what she's going to do. Mio's glowing eyes, having briefly closed moments before, slowly flutter open to stare up at the overwhelmed, trembling drone, pulling her in a mere inch closer to lather more of that excitable shaft up with synthetic spit. This Gynoid model body seems to have more than a few pre-programmed routines, but at least they're coming in handy here... even if they are a tad irritating as they bombard Mio's neural core with helpful 'suggestions', the majority of which seem to have no understanding of foreplay.
<br><br>
<span style="color:#D891EB">"No matter how many-- OOughh!!-- t-times we do this, I'm never gunna understand how organics don't go crazy doing it!!"</span> B4B3 whines gleefully, grip tightening on the hat of Mio's sculpted helmet. She offers nought but a little hum in response, followed by a slightly audible smirk at the way that most minor of vibrations make the support unit shiver in delight. The analysis of taste upon her tongue reads all manner of artificial - an over-abundance of iron overpowering mostly neutral flavours of silica... but what it lacks in accuracy of taste, it makes up for in reactions. A sex toy on the tongue, and in appearance... but the living, genuine article in the way it beats and swells between her lips, strong enough to feel them stretch just a little beyond their comfortable tautness. And, of course, in the abundance of lubricating 'pre' it joyfully spurts upon the back of her tongue, mostly tasteless but loaded with several chemicals of questionable legality. Mio maintains her dominant stance - despite her seated position - and the expression to go with it, but the laced cocktail of chems is having an effect, spurring her on a little faster than she intended. Before long, Mio is bobbing her head back and forth, encouraged by the simply adorable noises B4B3 makes as those ridiculously cute heart-shaped eyes thrum like fireworks. But even as inch after inch slides back and forth across slickened lips, Mio glances down, faltering for just a moment when she realizes that she's only covered a mere third of it.
<br><br>
Given Ervina's hullbreaking hips, her status as a size queen should probably have been more obvious. That brief hesitation, however, snaps B4B3 right out of her state of blissful delirium. Mio frowns slightly when the feels the one-handed grip on her head tighten... and then automated 'gag' routines kick in when the battering-ram head of her companion's club of a cock pushes into and down her throat with a booster-assisted thrust!
<br><br>
<span style="color:#E5CEF3">"MMrgkh--?! LGhk--"</span>
<br><br>
<span style="color:#D891EB">"E-eheh! I remember the looks you gave me last time I did this!~"</span> B4B3 snickers through a huff, her eyes frazzling out for a moment before they shift into rapidly-beating hearts, her petite armoured body thrumming with nervous energy. <span style="color:#D891EB">"Besides! Letting you do all the work isn't within my parameters! A Support Unit... is meant to put EFFORT in!!"</span>
<br><br>
Words, punctuated by action. Mio lets out another little <span style="color:#E5CEF3">'glrk--'</span> as B4B3 pulls out to the very tip, legs and arms stretched to their limits in their haphazard placement upon Mio's body!... before she slams back inside the awaiting hole, stretching Mio's jaw wide and eliciting a series of heavy, wet gags with each eager, humping thrust.
<br><br>
As her head is rutted into the backrest of her seat, Mio can't help but mentally point out that this isn't fulfilling <i>her</i> needs... but then, the cumulative effects of that deluge of pre-spunk pumping down her slick, ridged fucktunnel of a throat is definitely starting to take a toll. With her hands still uselessly planted on her companion's pistoning hips, Mio squirms where she sits. She writhes deeper and deeper into her seat as her lids grow heavy, vision narrowing, becoming nothing more than the gleeful tilt of B4B3's eyes as she ruts away as though her very existence depends on it.
<br><br>
<span style="color:#D891EB">"G-gosh, Mio! I stand by what I said: no wonder those monsters are so eager to bag you-- nngh~! Your throat feels incredible! I could do this f-forever!"</span> she whines, still managing to sound cute even as she utters something so vulgar - if Mio's cheeks could sting, they surely would. The smooth plastform casing of her torso plating begins to bash against Mio's nose, those heavy, overproductive nuts swinging into her chin again and again and again. Each contact is brief, weighty, but transmits enough data from touch alone to tell Mio that despite her companion's bluster... she's on the verge of bursting. And yet, B4B3 holds on. It seems any notion of assisting Mio with <i>her</i> desires are more than a little overwritten by Elvina's straightforward behavioural code... if full, thrust. Loop until <b>empty.</b> There's room for... creative interpretation, to be sure: It's obvious that B4B3 wants to fit in as many 'loops' as possible, which means more of that laced pre seeping into Mio's throat, filtrating through the biomechanical systems of her salvaged Gynoid body... and driving her to such needy heights that even this conquering facefuck from a girl a fraction of her height carries a tantalizing <i>thrill.</i> Just as B4B3's injected code demands her frantic thrusting, the many subroutines installed in this body of Mio's encourage her to enjoy it.
<br><br>
As B4B3's hips charge forwards, Mio's head approaches. As her throat stretches, so too does it clench and ripple with simulated swallows. Even with her tongue crushed flat within her mouth, she begins to slather it from side to side, anything to engage, to indulge... to satisfy that code that tells her that pleasure lies in the pleasure of others. The noises B4B3 makes in response to those efforts are most rewarding - so many coos and chirps and startled little 'ah!'s, but none of them bring Mio any closer to release: instead, they merely throw fuel upon a fire at risk of becoming an inferno.
<br><br>
<span style="color:#F33898"><b>Lost 50 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 50, 0, $Player_focus_max)>>
<br><br>
With this in mind, the sudden deluge unleashed down her gullet might as well be nitroglycerin. B4B3 seems to catch herself off guard as her brutish third leg introduces her to one last new sensation... the reward for her tireless, frantic facefucking. Her manipulator claw grasps Mio's 'hair' tightly, the little pixie-styled drone practically laying herself over Mio's head, sturdy torso plating mashed tightly against the doll-type droid's nose, pushing it up and slightly off to the side at an unflattering angle. Those heavy, overladen balls clench upwards, dragging up along Mio's bulging neck and chin as they compress inwards, quite literally squeezing the synthetic fuckmuck within out by force: the first rope of it hits Mio's stomach like syrup dropped from a spoon, thick and heated and <i><b>heavy.</b></i> For her part, the Mercanoid lies back and swallows - a token gesture, but one appreciated as made evident by a delighted, shivering gasp escaping from B4B3's mouthless face. She's otherwise silent save for her little moans that accompany each contrastingly savage, clench-driven spurt of cream, barely heard beneath the humid weight of each of Mio's long, languid gulps and gags, belly filled more and more with each passing moment.
<br><br>
<b><span style="color:#E5CEF3">"MMmlluuughk... Mluuughk--guhk... Glluuuughk...--Bluuhk!--Aaaah..."</span></b>
<br><br>
Mio doesn't need to breathe but, all the same, a dramatic inhaling gasp seems appropriate. That's just what she does when B4B3, suddenly shaken from her stupor, renews her grip and jerks her hips back, needing to adjust her footing to tug the last few inches free from her comrade's spit-shined lips. While she obviously has no sweat to wipe, she still performs a little pass across her forehead with her buster-arm, chiming a relieved, exerted noise as she does so. It's a little motion, but it still makes her saliva-slickened prick bob and weave in Mio's face, extending past her head and resting across her shoulder as B4B3 hangs onto her upper body with a single hand and a single foot.
<br><br>
<span style="color:#D891EB">"Incredible as always!~ Your throat feels soooo good... and good news! That used up a bunch of the 'stuff' I'm storing!"</span> she reports with glee, eyes long since restored to display a pair of friendly half-almonds. Welcome news, to be sure: but as Mio further regains her bearings, she watches as those eyes rotate, taking on a slightly menacing edge in their new position... <span style="color:#D891EB">"Just 85% to go~. Even better than last time!"</span>
<br><br>
<span style="color:#E5CEF3">"Seriously?!--"</span> Mio squeaks. Silence, as a giddy half-panic grips Mio's mind with no idea what the other emotion it's mixed with could be. She's already more worked up than she thought possible, and B4B3 looks like she's about to dive right back down her throat! A splutter escapes her as B4B3's mighty prick pulses harshly enough for her to pick up the rush of it in her aural sensors... soon joined by an impish giggle as those eyes return to their regular orientation.
<br><br>
<span style="color:#D891EB">"Hehe!~ You fell for it again, jeez. You got just about half of it exactly!~ One more time! I've taken the liberty of commencing a diagnostic link, Miss Mio..."</span> she trails off, shuffling in a little closer to nuzzle her 'cheek' against Mio's own, ignoring the larger woman's huffy little protest - still annoyed at that little 'joke'. <span style="color:#D891EB">"So... I know exactly what you need. Ah--"</span> she releases her grip on Mio, hovering before her as she drifts back a little, no longer trapping the Droid within her breaching pod... raising her clawed hand and twirling a single finger in a smooth circle. <span style="color:#D891EB">"How funny! Once again, my scan indicates this will work best if you turn around on your knees. Trust me!~"</span>
<br><br>
Mio pauses for a moment. Considers. Despite B4B3's boost in confidence, it would be simple enough to take charge of this situation, jerk the last dregs of that heavy, heated synthetic seed out of her, and get back to work. The fasted route. The simplest route. The most efficient way of getting back to their shared mission... and yet, Mio sighs with a shudder, barely able to focus on individual memory files and calculations with the cocktail of chemicals racing through her biomechanical veins. <span style="color:#E5CEF3">"Your debt piles higher and higher..."</span> she mutters her declaration, giving a huffy smile as she takes that advice and shifts in her seat, twisting onto her hip and then turning onto her knees, hands on the backrest of her seat, backside thrust out behind her... a gasp escaping the 'bot when B4B3 gleefully touches down for landing upon the ample 'helipad' provided, skillfully parting Mio's $Player_outfit_bottom aside as she straddles her hips, little legs stretched to their limits... freakish length nestled between pale cheeks, throbbing stiffly against the holes nestled between them.
<br><br>
<span style="color:#D891EB">"I'm keeping track, Miss Mio! But rest assured..."</span> B4B3 chirps happily, wiggling her hips from side to side as she raises them up, prick sliding up against Mio's heated synthetic snatch as she lines up, causing the Mercanoid to grip her seat so tightly she risks leaving permanent grooves in the cheap faux-leather. The sheer difference in size between the two drives the growing, giddy thrill in Mio's systems all the further: B4B3 is less mounting her, and more mountaineering. <span style="color:#D891EB">"I'm gunna settle that debt right here and <b>-now-.</b>"</span>
<br><br>
<span style="color:#E5CEF3">"Ah-?"</span> Mio gasps, eyes briefly flashing bright enough to illuminate the gloom of her pod. Reaching to the back of her neck - and doing her best to ignore the bloated head of her partner's cock nudging against her needy slit - her fingers brush against a cable stealthily stuck into one of the ports concealed beneath the bob-cut of her helmet, connecting her and B4B3 together at best possible speed. <span style="color:#E5CEF3">"What're you?..."</span> she trails off, glancing over her shoulder, beholding a delighted tilt to B4B3's rounded eyes, the cable stemming from the palm of her manipulator claw. <br><br>
Luridly, the thought occurs to Mio just how much it resembles a held leash.
<br><br>
<span style="color:#D891EB">"Wow, you really are unfocused! Already forgot that I'm running a diagnostic? You need a good defragging. I'll know exactly... where... to <b>-thrust!-</b>"</span> B4B3 giggles, matching the emphasis of that final word with the speed and jet-assisted power behind the action! Mio's head jerks back round to bury into the headrest, muffling a loud squeak as she's filled up to the hilt in a single slam! With no need to breathe, taking it down her throat was a deceptively simple thing. But rammed deep inside a hole sculpted to do everything it can to mimic and surpass the 'real' thing, up to and including the sensations washing over her?... even half-obscured by the plush faux-leather she's mashing her face into, her eyes flare and flicker brightly enough to paint the storage lockers of the pod. B4B3 wastes no time revelling in the snug, comforting fit her partner has to offer: she immediately pulls back, feet resting on Mio's backside to push herself back, weaving the link cable around her wrist to keep from flying right off of her. She slips out to the very tip!... and then rushes back inside, angling herself downwards this time, hitting an entirely new pocket of pleasure. <span style="color:#D891EB">"Like <b>-this-</b>... and <b>-this!-</b>... and <b>-THIS!~-</b>"</span>
<br><br>
At first, each thrust is re-angled. The data-link between them feeds B4B3 plenty of information which she quickly sifts through, figuring out what translates to 'pleasure' for her partner, quickly developing a model for perfection: the right angles, the right speed, the best possible level of pressure to apply as hips bounce against pert, pale synthflesh cheeks. To the eye of a bystander, it would look little different to the self-serving jackhammer thrusts of that earlier face-humping... unless one looked closely. The way B4B3's wing-shaped thruster directors twitch and furl and part to direct the little jet bursts she makes with each press inwards, or the substantial decrease in her warbling, distorted cries: now determined huffs of effort, her runtime so devoted to figuring out the equation of Mio's desires that she often forgets to make any sound at all. With Mio's own, self-imposed muffling, the result is tiny yelps almost entirely buried beneath the frantic rhythm of artificial bodies colliding, a rapid-fire <b>-Smak!- -Smak!- -Smak!-</b>
<br><br>
And so it goes, for a good, long while. Mio's trim stomach stretched around the plundering length, right along the usually nigh-invisible seam where grafted plates of synthetic flesh meet. A failsafe, to prevent damage in precisely this situation... or, in truth, ones far more severe. This torso may be cheap, but it was designed for a purpose, and designed to <b>withstand</b> that purpose, regardless of the partner's size and savagery. Nonetheless, no invention is perfect, and B4B3 is not without mercy; true to her word, she's doing this for Mio, not just herself. It would be so easy to drive the Mercanoid until her CPU overloaded into a hard reboot, so overloaded with sensation!... but the support unit is considerate. Whenever she detects that her pillaging thrusts are in danger of building to such a cascade, she changes tact, even slows down here and there, sometimes for her own benefit - or rather, that of her pulsing shaft, rippling with pleasure as it's massaged by Mio's welcoming slit. Again, it would be so easy to just rut with her to a quick and glorious crescendo... but this time, B4B3 is determined that she isn't finished until Mio is. To that end, however, her eyes swivel into a mischievous slant as she comes upon an idea during one of her slow, languid thrusts, watching the back of Mio's head barely tremble as she pushes herself further into the backrest for support.
<br><br>
<span style="color:#D891EB">"Mio... the more data I have, the better I can make you feel. Visual, tactile, direct connection... but I'm missing a lot of aural info.~"</span> B4B3 snickers, her well-fucked partner too groggy to catch her meaning right away. Soon, however, Mio's eyes flit open as she feels a slight tug from the cable connecting them both, the Android stubbornly pushing her mouth shut against the seat - a huffed <span style="color:#E5CEF3">'Nnpmh!'</span> of bratty protest - before B4B3 dares to lean right back, holding onto the cable like the reigns of a chariot, tugging with her claw hand and a single loop around the barrel of her buster, giving her enough tug to yank Mio free from her self-imposed silencer... before the drone slams back inside with a giggle, relishing in the heady, echoing <span style="color:#E5CEF3"><b>'Gyyyingh!~</b>'</span> from Mio!
<br><br>
<span style="color:#E5CEF3">"You little!-- AAGNGH~-- Bully!!-- Uuuhhn!~--"</span> she splutters, back to supporting herself with hands upon the seat before they splay out, grabbing at a shelf each on opposing sides of the cramped pod. Mio simply hangs on for dear life as B4B3 redoubles her efforts, pushing her body's core to its power limits as her hips begin to blur from the speed and intensity of their coupling, spurred on by each delicious cry Mio can hide no longer... <span style="color:#E5CEF3">"FUCK-~ AGNH- OOH!-- T-THERE-- NNH-- AANH-- S-STARS--"</span>
<br><br>
<span style="color:#D891EB">"T-that's more like-- uuhn!-- M-Mio, y-you're too tight!!--"</span> B4B3 gasps out, the impish confidence she's developed over the last few minutes finally showing some old cracks as Mio uses her new grip on her surroundings to meet each thrust with an arch of her back and a pitched <b>slam</b> backwards! <span style="color:#D891EB">"Y-you're gunna make ME overload!!-- AHN!!--"</span>
<br><br>
<span style="color:#E5CEF3">"And who's!-- fault!-- is THAT!?~"</span> Mio huffs back in reply, unaware of the dent she's just put in one of the pod's flimsy shelves with her iron grip... just as much pressure currently wrapped around B4B3's increasingly shallow, rapid little dives into the larger Synthetic's body. <span
style="color:#E5CEF3">"F-finish what you started, I-- NGH~-- I'm close!!--"</span>
<br><br>
Words beyond this point begin to fail, half-formed and interrupted by errant moans, cries, or buzzing distortion accompanied by flickering eyes. Kept just below the peak of an overload for so long by B4B3, Mio's sudden and eager involvement in slamming herself back on each thrust has taken the control out of her partner's hands - and with it, the delicate balance keeping her from glitching out on synthetic monstercock! Even with warning signs flashing in her HUD, Mio keeps up the vigour, the balance of dominance between the two now riding the middle with quivering perfection. Pace intensifies. B4B3 finds the most promising angle and relentlessly abuses it, turning Mio's already broken words into warbling cries of ecstasy... spurring her to clench tightly, to relish in losing control, forcing B4B3's thrust to become shallower and shallower and for her precariously mounted feet to slip and!--
<br><br>
Mio shudders and seizes up, eyes rolling up, teeth clenched as B4B3 collapses against the small of her back and simply hangs on. Her claw pulls the link-cable so hard it almost yanks out despite the release-catch, her pulsing prick plugging the larger Android up to the very hilt as her heaving balls rise, compress, and unload with the force of a runaway firehose. Neither woman can find the words to describe the feeling, nor do they possess the ability to voice them even if they did. The first blast of over-pressured synthspunk rockets Mio right over the edge, a climax so intense as to briefly force her neural core into safe mode, her expression fluttering all sorts of silly for a moment before, piece by piece, her mind re-activates...
<br><br>
... Satisfied beyond measure. <<set $Player_focus to $Player_focus_max>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>> <b>Focus was restored to <<= $Player_focus>>!</b>
<br><br>
And so it is that Mio rides out the last vestiges of B4B3's climax with a clear and level head, expression turning into a warm, content smile... grappling with that throbbing cock buried so deep inside her with careful, coaxing clenches to wring out every last drop. B4B3's mewling cries are appreciative, as are the little squeezes she gives her partner from behind, shakily releasing the link cable with a flick of her wrist as the final trickle of synthetic seed pours into Mio's well-filled flower.
<br><br>
<span style="color:#E5CEF3">"Next time, B4B3... you ask before doing."</span> Mio huffs, crossing her arms in front of her upon the backrest, supporting herself a little less destructively than her harsh-handed grasp on the damaged shelves and lockers around her. One eye shuts as she shifts slightly on her knees... so full, contents under pressure from the still-present plug created by B4B3's shaft.
<br><br>
<span style="color:#D891EB">"Of course... I will!.."</span> B4B3 blatantly lies quietly, face buried so snug against the slender arch of Mio's back as to stifle the discrete speaker mounted where her mouth would be on a less stylized model. And yet, even through that layer of dampening... Mio can't help but pick up on that cheeky, not entirely honest edge to her tired voice.
<br><br>
<<linkreplace "Clean up...">>
It takes a while for B4B3's endowment to fade, even with her balls so thoroughly drained of their excessive payload. It's time Mio spends cleaning up in the aftermath, the storage module's means to do so being... limited. Nevertheless, the pair are soon ready for action once more!
<br><br>
<<link "Back to the mission." "Storage Module 3-1">><</link>>
<</linkreplace>>
<</if>>
<<set $B4B3_Scene to 1>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- I Need To Vent</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 50 -- <b><<= $gold>>:</b> N/A
<br>
<b>Reward(s):</b> A shortcut.
</div>
<br><br>
<i><span style="color:#D891EB">Is this a bad time to mention I'm a little claustrophobic?.. yes? Nevermind then!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- Dizz has informed me that the ventilation shaft on the northern wall of the safe room's ground floor is linked up to my base of operations to the south of the facility. That's the good news. The bad news is that the grate is mag-locked shut... oh, and there might also be dangers lurking in the vents from before she locked it down. I'll need to figure out a way to get the grate open before I worry about that.">>
<<set $Quest_S2 to "-- Got the grate open. I've got a straight path to the storage module to the south, now. This should make navigating the facility a much less arduous task. Hope nothing's lurking in there, though...">>
<<set $Quest_S3 to "-- Guess what? There was. Emphasis on 'was'. NOW I'm positive it's safe.">>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Flori</b>
<br><b>They Speak For The Trees</b>
</div>
<hrt><hr></hrt>
While the classification of Terra's Flori remains a matter of debate, their existence is a simple fact. The Survirus was designed to adapt to a wide range of DNA makeups to ensure as many infections as possible, and flora share a surprising amount of that DNA with fauna. While the Era of Evolution was a savage dark age for the descendants of mankind, for the surviving and changing plants it was a time of relative peace. Some theorize that the plants only felt the need to move to the next stage of life once their dominance of the planet was once again called into question by the blossoming of new civilizations: thus were the Flori born, as much kin to the In/Vari as they are rivals.
<br><br>
First-generation Flori are spawned by whatever means their mother plants can do so: a mighty tree might suddenly sprout one or more fruit several times the size as normal, each a gestation pod for a walking, talking plant-person to pop out of. Roots might weave into an intricate cocoon beneath the ground, only for a hand hewn from bark and plant-flesh to rise from the dirt. Aquatic plants and weeds can do much the same with their long fronds, and even succulents are capable of swelling to great sizes, converting themselves into 'eggs', wombs of aloe to spawn protectors for their kind. Flori can be born in dozens of different ways, and while the majority are humanoid, all take on aspects of their progenitor.
<br><br>
Second-generation Flori and beyond are spawned via the cross-pollination of two progenitor Flori 'parents'. The mingling and crossing of species is rather common, resulting in vast variation between individual specimens; Flori can even mingle with plant-based Pyksielanders, such as Alarune. Cross-breeding between Flori and other races is rare, but plant life finds a way.
<br><br>
The majority of Flori can subsist entirely off of water, sunlight (with some able to survive off of artificial light sources) and the occasional moment spent in direct contact with fertile soil or shallows. Some - particularly those spawned by carnivorous plants - have a greater appetite and the means to partake of it. Flori often have colourful flesh more akin to that of a bulky fruit than typical skin, and many exhibit unique traits relating to their origin: fruit-bearing Flori make for popular residents due to their ability to generate fruits rich in nutrients and vitamins.
<br><br>
However, regardless of how well-integrated a Flori is into their community, one loyalty remains above all others: to the forests, the fields, and the jungles. Few are the Flori who are capable, on a genetic level, of tolerating those who reap more than they sow.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<<if $M_M4X_Met is 0>>
<<set $M_M4X_Met to 1>>
Mio glances over both shoulders, then relaxes slightly. Turning back to the dark-cased vending machine, she gives the display a closer look. Occasionally little animations advertizing different sugary or salty products play in front of or behind the mascot, a big thief-masked Raccoon with big, rounded ears and an expression Mio finds almost... morose. Preparing herself to feel potentially foolish, Mio opens her mouth to speak to... a vending machine.<br><br>
<span style="color:#E5CEF3">"Are you equipped with artificial intelligence?"</span><br><br>
<span style="color:#efeae1">"I like to think so, yeah."</span> the Vending Machine replies in a slightly gruff but feminine voice, using her mascot-animation to speak - synced lip-flaps and everything! Mio relaxes a little further, but checks her surroundings again - she's vigilant to do so for as long as this conversation lasts. <span style="color:#efeae1">"Soooo. You gunna buy somethin'?"</span><br><br>
<span style="color:#E5CEF3">"Eh? No-- well, maybe? That's not why I'm here."</span> Mio frowns, glancing at the products on offer. It's not just snacks, there's some minor tools and supplies, too... hmm. <span style="color:#E5CEF3">"I'm here to secure a package before the Cleaners arrive. I'm authorized by TentaCo, not a salvager, just in case that's how this looks..."</span><br><br>
<span style="color:#efeae1">"I wouldn't exactly be in a position to stop you if you were, but, good to know. Go on?"</span><br><br>
<span style="color:#E5CEF3">"I don't suppose you could fill me in on what happened? Or perhaps on who that girl who ran from me is? Or... open the door she closed?"</span> Mio asks, putting a hopelessly pessimistic tang into that last question. <br><br>
<span style="color:#efeae1">"Well, uh, in order? The outbreak came from the north - the doors didn't close in time, enough of the hive got through to grow to what you see around us now. As for the girl, I'm... not actually sure, she must usually stick to the north end of the facility... and, ah, as for the door? Sorry, but I'm a vending machine, not a security droid. Actually... where <i>are</i> the security droids? Huh. Weird. I must've been too distracted to notice that."</span><br><br>
<span style="color:#E5CEF3">"... Distracted?"</span> Mio asks with a quirked brow. <span style="color:#E5CEF3">"Here I thought you might have your hands full, what with?..."</span> she trails off, motioning at the hive growth all around them. The Raccoon animation - which was looking off to the side until just now, blinking in surprise - shakes her head.<br><br>
<span style="color:#efeae1">"What hands? And, well, the tentacles don't bother me! One tried, got zapped by my anti-theft measures, and now they're leaving me alone. So, uh, just been me... by myself, thinking. Then that scientist ran by, and before I could talk to her, she got spooked by you."</span><br><br>
<span style="color:#E5CEF3">"Thinking? Well, I can relate to that..."</span> Mio sighs with a slight scoff, a knowing look on her face. The animation looks slightly embarrassed for a moment, then straightens up. <span style="color:#E5CEF3">"Well, I'm kind of stuck unless I can get through that door, so I'll probably be seeing you again. You can call me Mio."</span><br><br>
<span style="color:#efeae1">"I'm designated M4X. Max works, obviously... I swear, they give us names like this on purpose. They gotta, right?"</span> M4X inquires, animation shrugging with a cartoonish bounce.<br><br>
<span style="color:#E5CEF3">"Personifies us. But stars forbid we personify <i>too</i> much."</span> the Android snorts, earning a sighing, two-tone chuckle from M4X.<br><br>
<<else>>
Mio steps up to <span style="color:#efeae1"><b>M4X</b></span>, performing her by-now customary glance over both shoulders before relaxing a little. The animated Raccoon of the machine's facade greets her with a little wave, the chubby creature wobbling with the motion.
<span style="color:#efeae1">"Heya, Mio. Need anything? Ya buyin'? Ya returnin'?"</span><br><br>
<</if>>
<<set $Shop to 1>>
<<set $Drop_Block to 1>>
<<include "M4X Shop Setup">>
<<include "M4X Speech">>
<</nobr>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<set $speech_passage to "M4X Break Room">><span style="color:#E5CEF3">"Where is everyone?"</span> Mio asks bluntly, craning her neck as she looks from one end of the corridor up to the other. M4X's avatar wrings its hands together, almost as if nervous.
<span style="color:#efeae1">"Well... a bunch of the staff ran past here from the North Sector when the outbreak started, all headin' towards the shuttle bay. But it wasn't long before they came back - two people ran off down the 'B' Checkpoint, and everyone else funnelled into the break room. Uh, the one right here."</span> her avatar stands on its adorable little hind legs and 'presses' against the screen, leaning to its left to point at the door to Mio's immediate south.
Mio frowns, leaning back and peering through the doorway into the breakroom. It's... empty.
<<if $MERCANOID_CHECKPOINT_A gte 1>><span style="color:#E5CEF3">"Well... they're still in there. Probably not going anywhere anytime soon, but I suppose it's keeping them out of harm's way."</span> Mio admits, crossing her arms. M4X doesn't need to know that they're all doing their best impressions of peas in pods.<</if>><<if $MERCANOID_CHECKPOINT_A is 0>><span style="color:#E5CEF3">"... It's empty."</span> Mio states, casting a glance back towards the vending machine with a quirked brow. She didn't detect any of the vocal hesitations she's come to associate with most lies, and the confused shrug M4X's avatar gives her in response seems equally genuine. With that being said, then... where the hell <i>are</i> they?<</if>>
<span style="color:#efeae1">"Other than that!... I guess some people stayed in their rooms - there's 6 on-site rooms in this sector, and an unfinished residential suite in the North Sector - along with anyone who got stuck up north. That's all I really know."</span> M4X explains, then her avatar glances off to the side in thought. Mio nods and spares another glance into the break room, then bows slightly to M4X.
<span style="color:#E5CEF3">"Thank you."</span> Mio adds politely. <<if $MERCANOID_CHECKPOINT_A is 0>><b>She has a feeling should take care in that break room...</b><</if>>
<<nobr>>
<<set $M_Gulper_Survival_Check to 2>>
<<include "M4X Speech">>
<</nobr>><<nobr>><<set $speech_passage to "M4X Shop">>
<<if $Shop_First is 1>>
M4X's animated facade springs to life, her raccoon avatar pointing out products with enthusiasm: jabbing with one hand and unfurling fingers on the other. <span style="color:#efeae1">"We've got this... and that!... and these!..."</span>
<<else>>
M4X's cartoon wobbles with some happy nodding, pressing up against the screen and reacting as though watching as the $Shop_Product drops down into the slot! <span style="color:#efeae1">"Thanks for the custom!"</span>
<</if>>
<br><br>
<<set $Shop_Buy_1 to 15>>
<<set $Shop_Buy_1 to $Shop_Buy_1 * $Shop_Affection>>
<<set $Shop_Buy_1 to $Shop_Buy_1 * $Shop_Season>>
<<set $Shop_Buy_1 to Math.round($Shop_Buy_1)>>
[img[$Smart_Bandage_Icon]] -- <b>Smart Bandage</b> -- A basic healing item. -- $Shop_Buy_1 Credits. <<link "Inquire">>
<<dialog>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>><</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#efeae1">"If you think about it, $Shop_Buy_1 credits is a pretty good bargain for something that's capable of reconnecting severed limbs!"</span>
<br><br>
Restores $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_1>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "Smart Bandage Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_1>>
<<set $Shop_Product to "Smart Bandage">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_2 to 12>>
<<set $Shop_Buy_2 to $Shop_Buy_2 * $Shop_Affection>>
<<set $Shop_Buy_2 to $Shop_Buy_2 * $Shop_Season>>
<<set $Shop_Buy_2 to Math.round($Shop_Buy_2)>>
[img[$Glow_Shard_Icon]] -- <b>Glow Shard</b> -- A Glow-restoring crystal. -- $Shop_Buy_2 Credits. <<link "Inquire">>
<<dialog>><<set $Player_Heal to ($Player_glow_max * 0.3)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#efeae1">"Do you really have to crush them? They're so shiny and pretty!..."</span>
<br><br>
Restores $Player_Heal Glow. (30% Max Glow, + 4% per Wits up to 20%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_2>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "Glow Shard Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_2>>
<<set $Shop_Product to "Glow Shard">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_3 to 18>>
<<set $Shop_Buy_3 to $Shop_Buy_3 * $Shop_Affection>>
<<set $Shop_Buy_3 to $Shop_Buy_3 * $Shop_Season>>
<<set $Shop_Buy_3 to Math.round($Shop_Buy_3)>>
[img[$Sober_Strobe_Icon]] -- <b>Sober Strobe</b> -- A focus-restoring item. -- $Shop_Buy_3 Credits. <<link "Inquire">>
<<dialog>><<set $Player_Heal to ($Player_focus_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_focus_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#efeae1">"Just a quick flash and you're back in the game! Just, uh, don't use 'em too much. Your brain'll be fine, but I heard they're bad for your eyes."</span>
<br><br>
Restores $Player_Heal Focus. (20% Max Focus, + 4% per Wits up to 20%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_3>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "Sober Strobe Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_3>>
<<set $Shop_Product to "Sober Strobe">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_4 to 20>>
<<set $Shop_Buy_4 to $Shop_Buy_4 * $Shop_Affection>>
<<set $Shop_Buy_4 to $Shop_Buy_4 * $Shop_Season>>
<<set $Shop_Buy_4 to Math.round($Shop_Buy_4)>>
[img[$Acid_Grenade_Icon]] -- <b>Acid Grenade</b> -- An improvised acid-aspected grenade. -- $Shop_Buy_4 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#efeae1">"Oh, ooh! I made these! Just... don't drink 'em! I don't think you'd die or anything, but you'd be burpin' for days."</span>
<br><br>
Deals acid-aspected damage to a foe in combat, base damage 2d4, scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_4>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "Acid Grenade Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_4>>
<<set $Shop_Product to "Acid Grenade">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_5 to 30>>
<<set $Shop_Buy_5 to $Shop_Buy_5 * $Shop_Affection>>
<<set $Shop_Buy_5 to $Shop_Buy_5 * $Shop_Season>>
<<set $Shop_Buy_5 to Math.round($Shop_Buy_5)>>
[img[$Redline_Icon]] -- <b>Redline</b> -- A performance drug with mental side-effects. -- $Shop_Buy_5 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#efeae1">"Um... I won't tell upper management that you tracked a bunch of hive-goop all over the place with your big ol' boots if you don't tell them that I've got this stuff."</span>
<br><br>
Boosts damage for the rest of the fight by an unstable amount (1-3), but substantially damages Focus.
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_5>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "Redline Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_5>>
<<set $Shop_Product to "Redline">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<if ndef $TALE_Device_Location>>
<<set $Shop_Buy_6 to 50>>
<<set $Shop_Buy_6 to $Shop_Buy_6 * $Shop_Affection>>
<<set $Shop_Buy_6 to $Shop_Buy_6 * $Shop_Season>>
<<set $Shop_Buy_6 to Math.round($Shop_Buy_6)>>
[img[$TALE_Device_Icon]] -- <b>TALE Device</b> -- An accuracy-boosing accessory. -- $Shop_Buy_6 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#f4dcdc">"This was actually traded in by a staff member with some military history! That history is worth extra!"</span>
<br><br>
[img[$TALE_Device_Icon]]
<b>TALE Device</b>
<br><br>
<b>Specs:</b> +1 Accuracy Bonus
<br><br>
The TALE is a shoulder-mounted unit that consists of a slender and flexible mechanical arm terminating in a mount for a laser sight. Upon connecting with a target, it feeds relevant information to the user, measuring distance, temperature and, most importantly, painting a big red glowing light to shoot at.
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_6>>
<<if $Inventory_ac_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "M4X Shop">>
<<include "TALE Device Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_6>>
<<set $Shop_Product to "TALE Device">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<</if>>
<br>
<<set $Shop_First to 0>>
<<include "M4X Speech">>
<</nobr>><<nobr>><<set $speech_passage to "M4X Quest">><<set $MS_M4X_Quest to 1>>
<span style="color:#E5CEF3">"You seem a little distracted, M4X. If I didn't know better, I might almost say 'gloomy'."</span> Mio remarks, trying to make her tone reassuring, capping that comment off with a wink. One thinking machine to another. M4X's avatar huffs and crosses its arms tightly, but then stares at Mio for a moment, clearly contemplating something.
<br><br>
<span style="color:#efeae1">"Well... yeah, alright, there's something on my mind. I!... ugh. It's kinda silly, but... Have you ever liked someone, Mio?"</span> she asks, arms uncrossing, fingers tapped together. Mio ponders the question, tilting her head.
<br><br>
<span style="color:#E5CEF3">"There are... people whose presences I have enjoyed, in my time. I don't think that's what you're asking, though."</span> she hums, crossing her arms in turn. M4X's avatar shakes her head.
<br><br>
<span style="color:#efeae1">"Naw, see, like... like-like. Like a lot? Ugh-- look, until kinda recently, I was sharing this space with another vending machine. She's... kinda new, both in terms of bein' around here and in terms of, y'know, bein'. But we got on pretty well, even though she's a lot fancier than me. She got moved into the north sector a few days before the outbreak, and... I dunno! I didn't think much about it while she was here, but after she was moved, I realized how much I enjoyed talking with her."</span> M4X explains, her avatar slumping onto its haunches in a grumpy sit. <span style="color:#efeae1">"I wanna talk to her again. Or at least, y'know, find out how she's doing. I don't suppose?..."</span> she trails off, giving Mio some serious puppy-dog eyes. Erm... kit-raccoon eyes? Whichever. Mio blinks, glancing to the northern checkpoint door and back.
<br><br>
<span style="color:#E5CEF3">"I'm guessing you want me to pass on a message? If I head up that way, I'll do that."</span> Mio promises. It's a promise with the proviso of '<i>if</i>', but a promise nonetheless; one M4X animates enthusiastically in response to, her cartoon body squashing and stretching as she leaps to her feet!
<br><br>
<span style="color:#efeae1">"Thank you, thank you!! Oh, uh-- jeez, I don't even know what to ask her, I didn't plan this far!! Uh... I guess just tell her I said 'hi' and 'how are ya'! You can't miss her. She's up in the north annex, and she's got this big, rounded white body with a purple middle-- you'll know her when you see her. Thanks, Mio!"</span>
<br><br>
<b>Started Quest "Vendor Splendor."</b> Check the log for more details.
<br><br>
<<include "M4X Speech">>
<</nobr>>
<div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio reaches out for the Level 1 Keycard, picking it up by the lanyard and letting it dangle in her hand. Looks like it's used for identification, too... information, a picture of a gold-scaled face dominating the right-hand side of the front, with a black strip on the otherwise blank back.
A thick, steaming glob of cloudy liquid suddenly splatters on her arm. Mio's eyes widen, and her sensors screech in warning-- it's not her most graceful dodge as she throws herself backwards, but it saves her from the slathering maw of a long, stretchy abomination from above! It smashes into the plush cushion of the armchair and awkwardly bounces up from it, neither party damaged in the process despite the gleaming fangs that ring the worm-like monster's drooling mouth. A quick scan and zoom as Mio picks herself up reveals why... blunted, useless for chewing. That sort of modification makes the flower-dotted serpentine thing's purpose a bit clearer. Rooted firmly to the ceiling, its brief stunned state gives Mio the chance to look it over. Plant-like, covered in little floral growths with thick, green hide, like a pitcher plant turned upside down and given an attitude.
Turning to face Mio, it expels all doubt as to its purpose by widening its gaping maw further, revealing a slithering mass of tentacles within. Bringing up her $Player_weapon_main with a grimace, Mio solves the mystery of the breakroom, empty of people and infestation both: The ceiling is packed wall-to-wall with these monsters, all of them softly squirming and swaying with the ecstasy-driven squirming of their engulfed partners.
All of them except the one surging towards Mio, dulled fangs undulating like greedy, grasping fingers to pull her inside! It's time to fight...
<div align='center' style='font-size: 150%;'><b>A flower most furious...
<span style="color:#cbffab">The Gulper!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Gulper">>
<<set $Enemy_level = 1>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 65>>
<<set $Enemy_hp = 65>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 0>>
<<set $Enemy_intelligence = 0>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 0>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 10>>
<<set $Enemy_alias = "Gulper">>
<<set $Enemy_Article = "The Gulper">>
<<set $Enemy_article = "the Gulper">>
<<set $Enemy_class = "Girl-Gardener">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "resist">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "resist">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "weak">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Gulper_Experience is 0>>
<<set $Player_Gulper_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Weak">>
<<set $Enemy_agility_rating to "Immobile">>
<<set $Enemy_wits_rating to "Dim">>
<<set $Enemy_toughness_rating to "Durable">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Thrashing(?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 80>>
<<set $Enemy_hp = 80>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy = 3>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<set $M_Gulper_Met to 1>>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<if $Enemy_hp <= 30 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
<b>The wounded Gulper thrashes in fury!</b>
<br><br>
The Gulper finally realizes that Mio is no easy meal. It opens its maw wide, so wide that the first few inches of its 'throat' turn inside-out as it unleashes its interior tentacles, a lashing bombardment raining down on the Android!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>, who dodges skillfully through the rain of frantic, whipping tendrils!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 1 or 2>>
$Enemy_Article successfully whips Mio over and over again, the Synthetic gritting her teeth as she does her best to defend herself. It soon tires out and slurps its tentacles back up...
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 3>>
$Enemy_Article unused Crit!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<</if>>
<<else>>
<<set $Enemy_dice to dice('1d3')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
The Gulper rears back all the way to its roots dug into the ceiling, compressing its body like a spring. With a slight tilt, it relaxes - shooting towards Mio with its maw closed and blunt! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<<include "sp2">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article rams into Mio, knocking her back!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article rams into Mio and knocks her down, pinning her to the ground for a moment. It loses it grip when it tries to open its mouth to swallow her, but the impact has Mio shaken!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 2>>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_damage_type to "water">>
<<set $Enemy_damageroll to dice('2d3')>>
<<include "Combat Enemy Base Attack">>
The Gulper retreats to the ceiling and tilts its blind head, as if 'glaring' at Mio. It suddenly shudders... then lurches forwards, the muscled ring of its maw tightening into a narrow nozzle as it lets loose a pressurized hose of viscious spit!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gets splashed by the heavy gunk, leaving her grimacing!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gets splashed by the heavy gunk, catching her across the chest and face! She staggers from the impact... it was like a firehose!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_status_attack to 'blind'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_damage_type to "water">>
<<set $Enemy_damageroll to dice('1d2')>>
<<include "Combat Enemy Base Attack">>
The Gulper retreats to the ceiling and tilts its blind head, as if 'glaring' at Mio. It suddenly shudders... then lurches forwards, the muscled ring of its maw tightening into a narrow nozzle as it lets loose a pressurized hose of viscous spit!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gets splashed by the heavy gunk, leaving her grimacing!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gets splashed by the heavy gunk, catching her across the chest and face! She staggers from the impact... it was like a firehose!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Gulper Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
Bruised like a banana, the writhing, floral python looks less like a terrifying predator and more like overused elastic. As it lurches and stretches towards Mio in singleminded determination, it fails to spring back nearly as quickly as it should do: quick dodges turn to casual sidesteps before it flumps wetly onto the ground, compressing flatly against it by Mio's boot. <br><br>
The Synthetic grimaces, glances to her left then right... and then raise a foot to nudge the stretched-out, beaten thing - it's cavernous maw lying lopsidedly closed with a few of those blunt fangs and a single, tongue-like tendril spilling past its rubbery lips. It doesn't move, looking oddly comedic in its final moments. <br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
VictorySpareButYouShouldn'tBeSeeingThis<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 25>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 100>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Snapper Flower</b> and an <b>Incredibly Poisonous Mushroom!</b> <<include "Snapper Flower Pickup">><<include "Incredibly Poisonous Mushroom Pickup">>
<br>Acquired a <b>Smart Bandage!</b> <<include "Smart Bandage Pickup">>
<br>Acquired a <b>Glow Shard!</b> <<include "Glow Shard Pickup">>
<br><br>
<<set $level_cap_level to 5>>
<<if $Scene_Gulper_Defeat isnot 1>>
<<set $Scene_Gulper_Defeat to 1>>
<b>(Scene 'Gulper Capture' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 0>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "Gulper Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Gulper Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Gulper Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Gulper Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Gulper Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "Gulper Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters</b>
<br><br>
<b>THIS IS A 'BAD END'.</b>
<br><br>
<<spoiler 7 5>>
In need of repair to her mechanical sections, Mio attempts to retreat. The Gulper manages to pin her down, and despite her efforts to keep it at bay, it engulfs her. Pulling her up into its body inches at a time, it pacifies her with a chemical cocktail and proceeds to have sex with her as it pulls her fully inside, retreating back up to the ceiling with its kin. Mio is trapped, and quickly surrenders any desire (or ability) to escape. The Gulper spits out Mio's weaponry, then gets back to pleasuring her.
<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Gulper Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Gulper Loss Disabled">><</link>>
<</nobr>><<nobr>>The Gulper manages to capture Mio!
<br><br>
Unable to escape, she's disarmed and entangled!
<br><br>
Game Over!
<<nobr>>
<<set $fantasize to 1>>
<<include "Gulper Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $I_SW_Temp to $Overcharged_Tazer_Icon>>
<<set $I_SW_D_Temp to "Overcharged Tazer">>
<<set $I_SW_T_Temp to "Overcharged Tazer">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $Overcharged_Tazer_Position to $I_SW_P>>
<<set $Overcharged_Tazer_Location to "Player">>
<</if>>
<</nobr>><<nobr>><<set $I_SW_Temp to $Riot_Grenade_Printer_Icon>>
<<set $I_SW_D_Temp to "Riot Grenade Printer">>
<<set $I_SW_T_Temp to "Riot Grenade Printer">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $Riot_Grenade_Printer_Position to $I_SW_P>>
<<set $Riot_Grenade_Printer_Location to "Player">>
<</if>><</nobr>>For Weapons and Subweapons, include script to remove $weaponskill in the Unequip Weapon/Subweapon passages.
Include the attack in its relevant menu below, of course!<<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "blunt">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias lashes out with a sudden bash of $her <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias bashes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias bashes <<= $Enemy_article>> in a sore spot! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>><<set $I_SW_Temp to $Cybuckler_Icon>>
<<set $I_SW_D_Temp to "Cybuckler">>
<<set $I_SW_T_Temp to "Cybuckler">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $Cybuckler_Position to $I_SW_P>>
<<set $Cybuckler_Location to "Player">>
<</if>><</nobr>><<nobr>><<set $I_SW_Temp to $DEFF_Ray_Icon>>
<<set $I_SW_D_Temp to "Sneerz DEFF Ray">>
<<set $I_SW_T_Temp to "DEFF Ray">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $DEFF_Ray_Position to $I_SW_P>>
<<set $DEFF_Ray_Location to "Player">>
<</if>><</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 20>>
<<set $Player_flow_spent to 20>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "EMP">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias brings up $her <<= $Player_weapon_sub>> and unleashes a pulse of shimmering energy!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias pulses <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias pulses <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 30>>
<<set $Player_flow_spent to 30>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 2>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "heat">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias twists a dial on $her <<= $Player_weapon_sub>>, charges for a moment, takes careful aim!... ZAP!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias lances <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias lances <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Heritor's Hand
</div>
<hrt><hr></hrt>
The Heritor's Hand were one of the Sneerz Empire's most prolific weapons designers and manufacturers. Already popular before their expansion into the stars at the beginning of the First Pan-Galactic Conflict, subtle maneuvering within the corridors of power of the Imperial Palace allowed Heritor's Hand to secure an unreasonable number of contracts to supply the growing army. Towards the middle of the conflict, they became the single largest arms manufacturer in galactic history by nearly all metrics - size, employees (including the enslaved), buildings owned, number of weapons made, and so on.
<br><br>
When the Sneerz Empire was defeated, Heritor's Hand fell into immediate disarray. Many of their surviving manufactories were seized or destroyed as worlds were reclaimed, and their central control units died with the Sneerz homeworld when it was obliterated at the hands of their own wonder weapon. The dark legacy of their creations lives on through the examples cared for and zealously guarded by Sneerz mercenaries, bandits and freelancers of the modern era.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Crackle House
</div>
<hrt><hr></hrt>
Crackle House are a small weapons reseller who dance on the wrong side of the law, often overcharging and overclocking cheap weaponry to turn them into powerful but unstable blasters. Little is known about them or from where they operate, though popular theory says their factory facility is housed within a roaming starship. Efforts to track down this vessel are often met with frustrating levels of obfuscation using remarkably creative piratical methods of electronic warfare.
<<include "Codex Return">><</nobr>><<nobr>><<set $I_SW_Temp to $Resolver_Icon>>
<<set $I_SW_D_Temp to "Resolver">>
<<set $I_SW_T_Temp to "Resolver">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $Resolver_Position to $I_SW_P>>
<<set $Resolver_Location to "Player">>
<</if>><</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 15>>
<<set $Player_flow_spent to 15>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "energy">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias squeezes off a shot of $her <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> in a sore spot! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 50>>
<<set $Player_flow_spent to 50>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_sub_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_sub_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Bringing $her <<= $Player_weapon_sub>> to bear, $Player_alias braces $herself and opens fire...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>...<br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... before $she can recover fully from the recoil, $her hand dances across the cylinder to fire again...
<<set $Player_special_ability_accuracy to -2>>
<<include "Combat Base Attack Calculation">>
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage...<br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias forces another spin, despite the climb of the weapon's barrel!... <br><br>
<<set $Player_special_ability_accuracy to -4>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage!<br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Unitek
</div>
<hrt><hr></hrt>
Unitek are a major manufacturer of a large variety of products both military and civilian, hailing from Terra. Considered an offshoot of the Techromancers, Unitek is named as such due to their origin - the amalgamation of three major companies from across Terra, all three of whom to this day maintain equal shares and say in what the amalgamated corporation should and shouldn't do.
<br><br>
Whilst it's true that they have a lot of catching up to do in the Galaxy, their growth has been exponential since their formation. They're known for being fair employers to any smaller companies they acquire, though some have concerns over their swelling size.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $I_W_Temp to $Shredder_Rifle_Icon>>
<<set $I_W_D_Temp to "Shredder Rifle">>
<<set $I_W_T_Temp to "Shredder Rifle">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Shredder_Rifle_Position to $I_W_P>>
<<set $Shredder_Rifle_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Torch_Kanabo_Icon>>
<<set $I_W_D_Temp to "Torch Kanabo">>
<<set $I_W_T_Temp to "Torch Kanabo">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Torch_Kanabo_Position to $I_W_P>>
<<set $Torch_Kanabo_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
$Player_alias swaps some equipment!
<<set $Player_item_block to 1>>
<br><br>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Bug_Hunter_Icon>>
<<set $I_W_D_Temp to "Bug Hunter">>
<<set $I_W_T_Temp to "Bug Hunter">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Bug_Hunter_Position to $I_W_P>>
<<set $Bug_Hunter_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to -1>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias retreats back from $her foe then pivots mid-dash, holding $her $Player_weapon_main firm to $her hip as she fires. <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias rushs towards $her foe with a steely determination in $her eyes, barrel of her $Player_weapon_main almost touching $Enemy_article before $she fires! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "ice">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls back a bolt upon $her <<= $Player_weapon_main>>, releasing a burst of unstable cryogenic gases into $her next shot... BOOM!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> with a freezing pulse! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 70>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> with a freezing pulse, totally engulfing them in shattering ice! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 120>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Portable_Hull_Cleanser_Icon>>
<<set $I_W_D_Temp to "Portable Hull Cleanser">>
<<set $I_W_T_Temp to "Portable Hull Cleanser">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Portable_Hull_Cleanser_Position to $I_W_P>>
<<set $Portable_Hull_Cleanser_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "acid">>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias hefts $her $Player_weapon_main up and steadies $herself, unleashing a volley of sizzling muck at <<= $Enemy_article>>! <<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias corrodes <<= $Enemy_article>> with sizzling sludge! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $dice2 to dice('1d2')>>
<<if $dice2 is 1>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias corrodes <<= $Enemy_article>>, burying them under a wave of sludge! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $dice2 to dice('1d3')>>
<<if $dice2 is 1 or $dice is 2>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Flakks_Cannon_Icon>>
<<set $I_W_D_Temp to "Flakk's Cannon">>
<<set $I_W_T_Temp to "Flakk's Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Flakks_Cannon_Position to $I_W_P>>
<<set $Flakks_Cannon_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $Truthseeker_Smartbow_Icon>>
<<set $I_W_D_Temp to "Truthseeker Smartbow">>
<<set $I_W_T_Temp to "Truthseeker Smartbow">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Truthseeker_Smartbow_Position to $I_W_P>>
<<set $Truthseeker_Smartbow_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 65>>
<<set $Player_flow_spent to 65>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias quickly brings $her weapon up and slips off an arrow...
<<include "sp2">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <<include "sp2">>
$Enemy_Article takes $Player_damage damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <<include "sp2">><<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias quickly plucks another arrow and fires again! <<include "sp2">>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>>
$Player_alias hits <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>>
<<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 70>>
<<set $Player_flow_spent to 70>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 99>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias takes a moment as $her $Player_weapon_main locks on to the foe... done! Swiftly, she fires! <<include "sp2">>
<<if $Player_success is 0>>
<<set $Player_success to 1>>
<</if>>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <<include "sp2">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits <<= $Enemy_article>> dead on! As to be expected. <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <<include "sp2">> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>>This jungle-themed cell is the origin point of the Gulper Vines.The origin point of whatever it is that smashed through the lockdown doors, as cultivated by Mimi. (The Travesty, before it bonded with the Sled.)<<nobr>><<set $speech_passage to "M4X Security">>
<span style="color:#E5CEF3">"Something you mentioned has been bothering me. You said there are meant to be security droids?"</span> Mio asks, placing her hands on her hips, just above the connection ports for her legs. M4X's animated avatar glances from side to side, then her ears droop in concern, shown too on her face - downturned eyes, mouth turning up in a tiny frown.
<br><br>
<span style="color:#efeae1">"Right, yeah. Well-- Drones, I meant, not Droids. They're pretty small, but they pack these powerful lil energy blasters - can stun a person, or fry a monster. I!... <i>think</i> they run off of a central governing computer core rather than utilizing any sort of, y'know, virtual or artificial intelligence."</span> M4X explains, her avatar glancing up and blinking. <span style="color:#efeae1">"Oop-- tentacle goop's about to drip, careful."</span>
<br><br>
Mio glances up sharply, then sidesteps before a heavy ball of collected slime bounces once upon a slick bungee before the weight becomes too much for it, severing and splattering down where she stood a moment ago.
<br><br>
<span style="color:#E5CEF3">"Ick. Thanks. But-- right, so they should be helping with this? Do you think the hive overwhelmed them?"</span> Mio inquires, now paying more attention to her surroundings, arms back to her sides at a ready stance. M4X animates a bouncey little shake of her head.
<br><br>
<span style="color:#efeae1">"The thing is, I think at least one of 'em woulda come this way, right? This is where a lot of people ran to. But I haven't seen a single one. I... mrmm, I don't wanna wildly theorize or nothin', but from what I understaaaand... if the computer that governs them got compromised, maybe they never turned on in the first place?"</span>
<br><br>
<span style="color:#E5CEF3">"... Hmm. Even if it's only a theory, I'll keep it in mind. Thanks, Max."</span> Mio bows slightly, an attempt at a reassuring smile on her face once she straightens back up. It seems to cheer M4X up somewhat, her avatar relaxing back to a cheerful, cheeky smile.
<br><br>
<span style="color:#efeae1">"Now! Ya gunna buy somethin'?"</span>
<br><br>
<<include "M4X Speech">>
<</nobr>>
<<nobr>>----------------<br>
<b>Mio can...</b> <br>
<<link 'Examine M4X'>><<dialog>><<include "M4X Examine">><</dialog>><</link>><br>
<<if $speech_passage is "M4X Quest" or $MS_M4X_Quest gte 6>>
<<else>>
<<if $MS_M4X_Quest is 0>>
<<link "Ask what has M4X distracted. (QUEST)" "M4X Quest">><</link>><br>
<<elseif $MS_M4X_Quest is 2>>
<<link "Pass on iRIS' message. (QUEST)" "M4X Quest2">><</link>><br>
<</if>>
<</if>>
<br>
<b>Mio can say...</b> <br>
<<if $speech_passage is "M4X Break Room">><<else>><<link '"Where is everyone?"' "M4X Break Room">><</link>><br><</if>>
<<if $speech_passage is "M4X Security">><<else>><<link '"You mentioned security droids?"' "M4X Security">><</link>><br><</if>>
<<if $speech_passage is "M4X Shop">><<else>><<link '"What have you got for sale? (SHOP)"' "M4X Shop">><<set $Shop_First to 1>><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>>
<<set $en_mercy to 1>>
<<set $speech_passage to "no">>
<</link>>
<</nobr>>M4X is a vending machine modelled after classical Terran Salvage-Deco style. That is to say, she has a fairly mundane, largely brown facade and shape. The majority of the machine shell is comprised of a large window with rows and columns of products - most of which are snacks, some of which are everyday items... everyday for a tentacle monster research facility, anyway - identified with numbers and letters. This window is in something of a 'd' shape. The panel down the right of the window is given to a keypad, a currency input section (with support for credits, chit-cards and other assorted common coinage), and a recessed maintenance hatch. The top-left of the machine given over to a large, animated facade which occasionally blares adverts, recommendations or, most frequently, M4X's avatar. Beneath all this, at the bottom, lies the slot from which the goodies are dispensed.
Within her animated screen, M4X favours the appearance of an animated racoon: 4 legs, a big, striped tail, an expressive and cartoonish face, and a bouncing, wobbling animation style as she dashes from column to column. This animation is procedurally-generated and seemingly limitless in what M4X is capable of commanding it to do, making her shockingly expressive for a brown box full of snacks on 4 stubby legs in a tentacle-infested hallway. The screen has occasionally tracking and flicker issues, but it's nothing serious.
Said box is remarkably clean, too, with scorch marks around the walls and floor showing that M4X's anti-theft defense functions are running just fine.<<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Dizz'>><<dialog>><<include "Dizz Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Dizz Quest" or $MERCA_Vent gte 1>><<else>><<if $MERCA_Vent is 0>>
<<link "Inquire about the vent in the middle of the room. (QUEST!)" "Dizz Quest1">><</link>><br>
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage is "Dizz Safety">><<else>><<link '"Do you really think this section is safe?"' "Dizz Safety">><</link>><br><</if>>
<<if $speech_passage is "Dizz Safe Places">><<else>><<link '"Do you think any other sections of the facility are safe zones?"' "Dizz Safe Places">><</link>><br><</if>>
<<if $speech_passage is "Dizz About">><<else>><<link '"Tell me about yourself."' "Dizz About">><</link>><br><</if>>
<<if $speech_passage is "Dizz Tester">><<else>><<link '"So... you were a product tester, huh?"' "Dizz Tester">><</link>><br><</if>>
<<if $speech_passage is "Dizz Workshop">><<else>><<link '"Is there anywhere around here suitable for fixing up my gear?"' "Dizz Workshop">><</link>><br><</if>>
<<if $speech_passage is "Dizz POI">><<else>><<link '"Can you help me get a lay of the land, so to speak?"' "Dizz POI">><</link>><br><</if>>
<<if $speech_passage isnot "Dizz Quest4" and $Dizz_Quest gte 5>><<link '"Refresh the scan; tell me where people to rescue might be."' "Dizz Quest4">><</link>><<else>><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><<nobr>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to $chatdiemercy +1>>
<<set $chatdie to dice('1d7')>>
<<if $chatdie is 1>>
<<if $Isolde_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#FF6F37">"So, Dizz. About those 20 creds you owe me. Y'know, for betting on this exact thing happening at some point."</span> Isolde smirks, eyes staring daggers into the back of Dizz's fluffy mane. The Gremlin scoffs and raises a hand off her terminal to give the Tiger the middle finger, without looking her way.
<br><br>
<span style="color:#3DE0E9">"Wouldn't ya know it, luv? Left me wallet in my other pants."</span> she retorts, flicking her tail to flip her salvaged coat up, briefly mooning Isolde with blue. The Tiger snorts in amusement, then trains her eyes back on the door.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 2>>
<<if $Ervina_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#fcc879">"Dizz. Dizz. Dizz. Dizz. Di-"</span>
<br><br>
<span style="color:#3DE0E9">"<i>Yes</i>, Ervina?"</span> Dizz interrupts with a beleaguered sigh, glancing her way. Ervina stares at her for a moment, visor eye trained on the Gremlin like a laser!...
<br><br>
<span style="color:#fcc879">"I'm <i>booooored.</i>"</span> the Octopus whines petulantly. Dizz sighs with a shake of her head, turning back to her terminal and muttering <span style="color:#3DE0E9">'Yes, I can see that...'</span>
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 3>>
<<if $Ervina_Safe is 1 and $Isolde_safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#FF6F37">"Ervina, I gotta know. What kind of routine are you doing to build those hips, girl? I'm kinda jealous, no lie."</span> Isolde huffs, crossing her arms as she briefly turns her attention to the Octopus. Ervina pauses and looks up at the Tiger, confusion etched on her face. <span style="color:#FF6F37">"You know, your exercise routine!"</span> Isolde presses, rolling a hand in her direction eagerly.
<br><br>
<span style="color:#fcc879">"... I don't know what that means."</span> Ervina shrugs, before turning back to her entertainment. Isolde gawps, lost for words.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 4>>
<<if $Isolde_Safe is 1>>
<<set $chatdiemercy to 0>>
Isolde seems to be busying herself with messing with the various pieces of construction materials and tools left around the room. Mio didn't take her for the kind to do DIY, but perhaps that's judgemental on her par-- oh, Isolde is trying to make a dumbbell... that tracks.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 5>>
<<set $chatdiemercy to 0>>
Dizz is quietly humming and muttering musically to herself. The tune sounds oddly familiar - Mio guesses it has a lot of history. <span style="color:#3DE0E9">'One stone, two stone, four stone, more stone, Z's stone best stone, other tribes go home...'</span>
<</if>>
<<if $chatdie is 6>>
<<if $Ervina_Safe is 1>>
<<set $chatdiemercy to 0>>
Ervina exhales long, loud and obnoxious, billowing air past partially-sealed lips as she repeatedly taps on her visor, flicking through the entertainment she's loaded onto it. Evidently, it isn't enough.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 7>>
<<if $Isolde_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#FF6F37">"Look, Prof. I just wanna know if it's possible for me to learn to throw fireballs. Don't see why you gotta make it so complicated."</span> Isolde huffs, arms crossed a little petulantly. From her balcony position above, Blankenship sighs, adjusting her spectacles and glancing up from her pad.
<br><br>
<span style="color:#5DB8DE">"Your enthusiasm is admirable, but like I keep telling you: I can't verify your magical potential without a lengthy process of tests physical, mental and pyschological. Not to mention the equipment I'd need!"</span> she sighs, attempting to keep a mounting exacerbation out of her otherwise professorial tone. Isolde just grumbles in response.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 8>>
<<if $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DE0E9">"Y'know Doc, I can feel your eyes on the back of my head. You got a question, or are you just admirin' my butt?"</span> Dizz asks without looking up from her terminal. From her balcony seat, Blankenship blinks out of her thoughts and refocuses on the Gremlin.
<br><br>
<span style="color:#5DB8DE">"Was I staring? Hmm. My apologies. I was merely wondering why you left the Techromancers. I thought you looked familiar, but it only just 'clicked'. The conference on Jarl's Court, if you recall? Our meeting was brief, admittedly."</span> the Professor replies, earning a little snort from Dizz.
<br><br>
<span style="color:#3DE0E9">"Oh yeah! You've got a better memory than me, for sure. Then again, that little moon knew how to party, if you knew where to look."</span> the Gremlin snickers. <span style="color:#3DE0E9">"As for why I left? Eh, time felt right. That's how my people are, Doc. Live fast and follow your whims. We don't get hundreds of years to figure ourselves out - we gotta play it by ear~."</span> she explains, glancing up and over her shoulder with a genuine smile. Blankenshp hums, but ultimately concedes with a shrug.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdiemercy gte 5>>
<<set $chatdiemercy to 0>>
Things seem quiet. Nothing but the hum of the lights above, and the soft, ever-present thrum through the walls and floor of the facility, felt even within this separated module.
<<else>>
<<if $chatdiefail is 1>>
<<include "Saferoom Chattergen">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to $chatdiemercy +1>>
<<set $chatdie to dice('1d3')>>
<<if $chatdie is 1>>
<<if $Flakk_Safe is 1>>
<<set $chatdiemercy to 0>>
Flakk is tinkering with something - on closer inspection, she's making little figures out of scrap metal, despite being down to one arm. Little tools slip from her imposing claws with fluid efficiency... it's quite a sight to behold, but if she catches Mio looking she slows down. Poor girl - it must be difficult being so self-conscious when you're so... Flakk-sized.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 2>>
<<if $Jiikii_Safe is 1>>
<<set $chatdiemercy to 0>>
Jii'Kii is fiddling with what looks to be a communicator, a flip-top design. It's defininitely <i>not</i> Sneerztek, which might be which she looks as though she's about to throw it with enough force to cause a hull-breach. <span style="color:#77EFBF">'Piece of... get a signal, damn you!...'</span>
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 3>>
<<if $Jiikii_Safe is 1 and $Flakk_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#ffbad5">"Um... Miss Jii'Kii, I can't help but notice that you've been... staring, for a while."</span> Flakk admits, glancing over from the workbench to meet the Sneerz' piercing gaze. Jii'Kii smirks slightly, head tilting back at an angle. As usual, it's borderline impossible to tell where, precisely, she's looking.
<br><br>
<span style="color:#77EFBF">"Never you mind that. I'm just getting an idea of your measurements. You know, <i>big</i> is in vogue right now. Ever considered a career in the adult entertainment sector?"</span> she inquires 'innocently', beaming through her sharp teeth. Flakk's eyes widen at the suggestion, and she hurriedly turns back around and busies herself with her work. The Sneerz scoffs, but leaves it there.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdiemercy gte 5>>
<<set $chatdiemercy to 0>>
Things seem quiet. Nothing but the hum of the lights above, and the soft, ever-present thrum through the walls and floor of the facility, felt even within this separated module.
<<else>>
<<if $chatdiefail is 1>>
<<include "Saferoom Sub Chattergen">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to $chatdiemercy +1>>
<<set $chatdie to dice('1d17')>>
<<if $chatdie is 1>>
<<if $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
Dr Blankenship pauses from her work for a moment and leans back, inhaling slowly and craning her neck either side. Ah, a posture check and stretch. She takes a moment more to fiddle with the moon-shaped brooch upon the supporting band of her corset, then straightens up and gets back to tap-tap-tapping at her pad.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 2>>
<<if $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
Ruzi dozes off, but she wakes herself up when her antlers -clonk- against the door she's leaning on. She grumbles slightly, and then the process repeats as her eyes begin to lid and droop once more.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 3>>
<<if $Selene_Safe is 1>>
<<set $chatdiemercy to 0>>
Selene busies herself with vibing to some music from a portable player left behind by one of the work crew. It's heavy metal, from what Mio can hear! Though she sways to it like a pop song, eyes closed and smiling. Mio does wonder if someone with ears that fine should be listening to music quite that loudly...
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 4>>
<<if $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
Iziria is busy figuring out how best to sort through the claims and damages TentaCo will face for liability and payouts, with Beelzebuu passing her fresh writing implements from beneath her sweater. She takes plenty of breaks, of course - leaning back, playing with her pet, spinning her pens around her fingers... but whenever she's done goofing off, her output is astounding.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 5>>
<<if $Rudrexi_Safe is 1>>
<<set $chatdiemercy to 0>>
Ru'Drexi fusses over Powder Snow's hair, who puts up with it but steals a cheek-smooch in retaliation, whispering something about 'strawberry' and eliciting a gasp and giggle.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 6>>
<<if $Meh_Safe is 1>>
<<set $chatdiemercy to 0>>
Meh stretches out like a long, long cat before settling back down, staring out of the bay window in a reclining position. For a moment, Mio swears she caught a satisfied smile in her reflection... but before she can verify it, the scowl returns.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 7>>
<<if $Meh_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#f5697c">"Meh, sweetie! Are you comfy over there?"</span> Ru'Drexi inquires with a soft and friendly tone. Meh sighs and roll her eyes.
<br><br>
<span style="color:#FF3D76">"Yes, 'mom'."</span>
<br><br>
<span style="color:#cffbff">"You know there's chairs, right?"</span> Powder smirks slightly, but it's playful enough. Another rolling of the eyes from the snake, and another strained response.
<br><br>
<span style="color:#FF3D76">"Yes, 'dad'."</span>
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 8>>
<<if $Meh_Safe is 1 and $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#FF3D76">"Keep staring, Demon, and I'll be happy to give you an up-close-and-personal look at me."</span> Meh suddenly snaps, glancing over her shoulder at Iziria. The Succubus isn't startled in the slightest, though... her sly grin only intensifies.
<br><br>
<span style="color:#EE488A">"Is that a promise, darling? I can't help it if your new soul burns so bright and so dark all at once. Frankly, my dear, you're <i>fascinating</i> to look at... in more ways than one."</span> Iziria purrs, peering over her spectacles. Meh!... actually seems flustered for once in her life, huffing and turning away to grumble quietly to herself, aware of and annoyed at Iziria's continued staring.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 9>>
<<if $Ruzi_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
Ruzi seems to have found something capable of keeping her awake: staring at Blankenship's exposed bust. The Professor isn't blind to this frankly unsubtle display, but she seems to be humouring it. It stops, however, when she shoots a knowing glance and smirk to the Deer, who startles, stammers, and then buries her face into her tucked-up knees. Looks like someone has a type...
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 10>>
<<if $Ruzi_Safe is 1 and $Rudrexi_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#ffe796">"Mister, can I <i>help</i> you?"</span> Ruzi grumbles, eyes fixed on Powder; he's lounging with an arm over the back of the sofa, looking her way. He chuckles, then points at his short horns just barely peaking through his untamed mess of hair.
<br><br>
<span style="color:#cffbff">"Hey now, just admirin' your horns. Never could get the hang of them, myself."</span> he admits with a wink. Ruzi doesn't seem to know how to parse this compliment, so she just frowns and mouthes a 'thanks?' before shifting her gaze away. Nonetheless, Powder turns his attentions elsewhere.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 11>>
<<if $Iziria_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#5DB8DE">"Hrmph..."</span> Blankenship mutters. During one of her routine stretch and posture checks, she casts a displeased eye down at her temporarily enhanced bust - evidently, it's throwing off her balance and usual posture. A little 'tut' from across the room draws her attention; it's Iziria, resting a cheek on her hand and smirking.
<br><br>
<span style="color:#EE488A">"Having trouble, Professor? I'm afraid I can't relate. You should consider getting yourself a support pet, like me~."</span> the Succubus almost whispers, before slicing a clawed finger down the snug fit of her sweater dress! It rips, of course, revealing Beezlebuu beneath; firmly supporting Iziria's enormous chest with ease, shifted into surprisingly intricate-lookig lingerie with flattened tentacles wrapped around her pale body for further lift and strength. Black on white, with an intentional level of 'squish', of course. With a wave of her hand, the Succubus repairs her dress, hiding it all away again. Blankenship, a little bemused by the display, shakes her head with a little scoff... but Mio wonders if she's considering it.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 12>>
<<if $Meh_Safe is 1 and $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
Every now and then, Ruzi peers past her corner to stare, wide-eyed, at Meh. This comes to a sudden and abrupt end when the Deer pushes her luck a little too far, Meh suddenly turning around - fast enough to make her slime-hewn dreads flick and swing with force - to give Ruzi a wide-eyed, terrifying glare.
<br><br>
Understandable, Ruzi squeaks and hurries back behind her corner. Meh smirks, then turns back to the window.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 13>>
<<if $Selene_Safe is 1 and $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Oh, Iziria! Did you catch the latest episode of--"</span> Selene starts, only to be interrupted by an excited gasp from the Succubus.
<br><br>
<span style="color:#EE488A">"Yes yes yes, oooh my word! I cannot <i>believe</i> he said that! I swear, my jaw just about hit the floor -- I squealed so hard I spooked poor Beezlebuu!"</span> she sighs, fanning herself with a single hand. Selene nods enthusiastically, hands clasped together with a little giggle.
<br><br>
<span style="color:#3DFF61">"Right?! Like, oh my gosh, her reaction!! And I can't believe..."</span>
<br><br>
Mio tunes out. She doesn't want any more spoilers.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 14>>
<<if $Rudrexi_Safe is 1 and $Selene_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Miss Ru'Drexi, was it? May I, like, inquire why you're totally checking me out right now?"</span> Selene asks, tilting her head and gazing west. Ru'Drexi has been caught red-handed! Well, red-bodied. The gel-hewn girl lets out a little 'doh' and rubs the back of her head, grinning sheepishly.
<br><br>
<span style="color:#f5697c">"Oh!... I've always sort of liked the sharp ear look, you know? I was taking some mental notes to try and replicate them later. That implant of yours gave me an idea for a support brace to keep them in shape. You don't mind, right?"</span> she asks, tapping the tips of her index fingers together. Selene giggles with a shake of her head and a reassuring smile, eyes half-shut by her raised cheeks.
<br><br>
<span style="color:#3DFF61">"Aw, not at all! Imitation is, like, flattery, ya'know? Go for it~."</span> the Elf giggles, the Jelli giving a sigh of relief and flashing an 'OK' sign with her gloved hands, running the other through her hair. But... her hair covers her ears anyway!.. Mio decides not to question it.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 15>>
<<if $Selene_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#5DB8DE">"Selene, I can't help but wonder... while I don't wish to question your choices, are you sure that implant of yours is quite safe? No long-term side-effects?"</span> Blankenship asks her Elven companion. Selene tilts her head slightly, then shakes it confidently.
<br><br>
<span style="color:#3DFF61">"Oh my gosh nooo, it was quite extensively tested, don't worry!"</span> she giggles before she slides a finger up that slender ear-cuff, turning the dampening effect all the way off. <span style="color:#3DFF61">"There's absolutely zero degradation of my mental faculties - in fact, it can actually shield me from such via reducing stress and chemical responses to such. The sole danger is one of mental addiction - rather than anything explicitly chemical, a desire rather than a biological need. If you'd be interested, I'd be more than happy to furnish you with one of your own!"</span> Selene insists. Blankenship pauses at that, then shakes her head.
<br><br>
<span style="color:#5DB8DE">"I think I'll pass, but the offer is appreciated. Just take care of yourself."</span> the Professor nods, her tone not patronizing. Her attention falls back onto her pad.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 16>>
<<if $Rudrexi_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#cffbff">"Hell of a vacation, huh, Prof?"</span> Powder opines from the couch, smirking as he cranes his neck over and back to look lopsidedly at Blankenship. The Professor smirks slightly and looks up from her pad.
<br><br>
<span style="color:#5DB8DE">"I suppose that's one way of putting it, yes. But even so, I was able to come away with some interesting observations, so it hasn't been a total wash."</span> she muses, tapping her chin with a slender finger. Ru'Drexi pops up from behind the sofa's backrest with an evil grin.
<br><br>
<span style="color:#f5697c">"You came away with that? Funny. We mostly just 'came'."</span> she snickers, only to yelp when Powder - smirking, but rolling his eyes - drags her back out of sight and follows her down. Despite herself, Blankenship scoffs with a little smile.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 17>>
<<if $Selene_Safe is 1 and $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Ruzi, there's no need to look so glum. Are you worried about our safety here?"</span> Selene asks Ruzi, who snaps out of morbid thoughts and turns her attention onto the Elf, glaring slightly. The Deer huffs, hugging herself tighter.
<br><br>
<span style="color:#ffe796">"Are you seriously telling me that you're not? I think everyone's just putting on a brave face, but look where ignoring problems got us in the first place!"</span> she grumbles, eyes narrowing. Selene shakes her head gently, then runs a finger up her implant to shut it off entirely.
<br><br>
<span style="color:#3DFF61">"Well, here's me speaking at my best, Ruzi: we are safe. There is a single point of entry into this room from infested zones, carefully guarded and heavily reinforced. We are all at least somewhat on alert, just in case. And if worst comes to worst... we have Mio!~"</span> she giggles, flashing the Android a wink, catching her off guard. Ruzi just huffs again, but concedes the matter with a tell-tale shrug and glance away. Mio, meanwhile, rubs the back of her head sheepishly, coaxing a playful little chuckle from Selene.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdiemercy gte 5>>
<<set $chatdiemercy to 0>>
Things seem quiet. Nothing but the hum of the lights above, and the soft, ever-present thrum through the walls and floor of the facility, felt even within this separated module.
<<else>>
<<if $chatdiefail is 1>>
<<include "Saferoom Top Chattergen">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $map to $MAP_MERCANOID_ANNEX_B>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right to 168>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_shop>>
<<set $marker1_icon_right to 168>>
<<set $marker1_icon_top to 174>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</nobr>>The barrier recedes, revealing the infested room beyond, bathing the two women in no small amount of that roiling, lustful smog - Mio notes that even Dizz shivers slightly, stepping more behind the Android to shield herself from the worst of it. Advancing cautiously at first, Mio lets out a noise of disapproval as Dizz slips past her - the door to their immediate left is sealed, unmarked with any signage unlike the other exits to the chamber in which they stand... laboratories, research rings... and to the north, subject pens.
Ominous.
<span style="color:#3DE0E9">"Eu-fuckin-reka, you beauty!"</span> Dizz exclaims with a triumphant snicker, just short of letting out a 'whoop'. Mio tears her eyes away from the signs and flickering lights as the door swooshes open, Dizz stepping neatly inside - the infestation hasn't reached it! The Gremlin turns on her heels and grins, arms folding behind her head casually. <span style="color:#3DE0E9">"Looks good on my end, Synthy. C'mon!"</span> she beckons with a jerk of her head. Mio takes another sweep of their surroundings, expecting the Gremlin's unsubtle cheer to draw trouble their way, but it seems they're in the clear... Mio follows her inside, the door sealing shut behind them.
<<link "Onwards to safety. (Continue)" "Dizz Meeting 3">><</link>><<nobr>><<set $Quest_Operation_Rosebud_Stage to 4>>
<<set $map to $MAP_MERCANOID_RESEARCH_DORMITORY>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<set $map_1_marker to $marker_NPC>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 210>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</nobr>>Spartan. True to Dizz's word, the chamber beyond is unfinished - tiling on the walls is dismounted in places to reveal wiring and machinery beyond - but it's nothing that can't be surmounted. Compared to the sterile white of the facility beyond, the colour here is a welcoming cream beige. The lighting here is uncovered, shockingly warm in tone compared to the gloom of the last few rooms, which were tinged purple by infestation. Here, it's bright and sun-like, the lights unshielded by covers. There's half-assembled furniture, an empty bookshelf... up and down the stairs, doors off to the sides, sealed - perhaps nothing lies beyond them but vacuum.
<span style="color:#E5CEF3">"... Cozy."</span> Mio quips. Dizz shrugs, looking over her shoulder. The only trace of infestation is the slime she's tracked in with her... and the stuff stuck in Mio's metal boots.
<span style="color:#3DE0E9">"But safe, looks like. So, here's the deal. I'll stay here, see if I can patch in the facility systems and lend you a hand, yeah? You can come and go, fix yourself up, whatevs. But if you <i>do</i> happen to rescue anyone else, regardless of your reasons, y'bring 'em here, alright? Don't gotta divert yourself and escort them, I'll try and get some drones online to do that for ya."</span> Dizz outlines the conditions, hands on her hips again. She's strangely commanding for someone so cheerful... and so short. Mio rubs the back of her neck with a non-committal look on her face, running the situation through her head to cement the loopholes as they relate to her orders.
Help people, even though they aren't in danger of death. That goes against her orders and puts her at risk. But those people could, in turn, help her to complete her goals. That's a gamble, but it's a good enough possibility to give her... flexibility. But in the end, it comes down to choice. Her choice. And then there's Dizz's vague promise of making it worthwhile, too, beyond the help she's already promised...
That intrigues Mio.
<span style="color:#E5CEF3">"... I'll see what I can do. Keep the door closed."</span> Mio replies, taking a moment to check herself and her weaponry. Dizz, for her part, smiles knowingly and flashes a thumbs up, turning away and scanning the room, perhaps in search of clothing. Cute butt. Mio turns away to the door. The safety of this room is immediately intoxicating... it makes her want to slump down on the armless couch to her side, just off from the door. Whilst she ponders that, Dizz slips back into her field of view, occupying that couch, a simple lab coat far too long and far too 'small' draped over her shoulders. Turning around to kneel on the cushioning, she starts to fiddle with the terminal mounted by the door.
<span style="color:#3DE0E9">"Oh, I'll do more than that... There! Check it. I can't upgrade that card of yours to clear Checkpoint B, but it should be able to open a few doors! Like the room doors down in the hab blocks back south, or some of the labs in this sector."</span> Dizz explains with a smug grin, glancing up from her terminal for just a moment, then back to the screen.
<b>Level 1 Keycard upgraded!</b>
<span style="color:#E5CEF3"><i>[What do you make of all this, B4B3?]</i></span> Mio asks internally. It's not that she wants to keep the support unit's presence a secret - she mostly wants to avoid her and Dizz getting into excitable conversation. Sounds exhausting. It takes a moment for B4B3 to respond - evidently, her attention was focused elsewhere during that conversation. That's not anything unusual - AI are free minds, unshackled and capable of focusing on many things at once - like someone who sleepwalks through a class but answers impatient questions on the day's subject matter with perfect clarity. Mio soon feels the tingling rush of her presence sharing space with her mechanical mind, akin to a thin oil filling out the spaces in between her phantom 'thoughts'.
<span style="color:#D891EB"><i>[I'm curious! And her logic is sound. As your official, technical, kind-of supervisor, I think you're pretty authorized to go out of your way to rescue some cuties from these mean ol' monsters. But, your call! The mission is priority.]</i></span><<set $MERCASAVED to 1>><<set $Quest_Operation_Rosebud_Stage to 4>>
<<link "And the mission beckons. (Continue, move on)" "WIP Quarters 1-3">><<set $Quest_Operation_Rosebud_Stage to 4>><<set $Dizz_Safe to 1>><</link>><span style="color:#FF6F37"><b>Isolde</b></span> is taking her guard duties seriously, though it may not initially look like it. Despite her relaxed posture - arms spread across the backrest just as widely as her legs are across the couch cushions - she's keeping her eyes glued to the door, even with her head tilted back. There's a slight tension to the massive Tiger's body, easily visible through the well-honed tone of her limbs and torso, the subtle stripe markings that dance across her sides emphasizing those little twitches here and there.
While her eyes stay glued to the door, she acknowledges Mio's presence through a flick of one of her thick, rounded ears, nestled in amongst her wild mane of fiery hair.
<span style="color:#FF6F37">"Yo, Mio."</span> she mutters, raising one hand up slightly from her rested position, her surviving lingerie creaking slightly from how tight it's worn on her athletic body. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#FF6F37">"Nice to see some more faces around here."</span><<elseif $MERCASAVED > 5>><span style="color:#FF6F37">"Kickin' ass out there? Good. Squish something for me."</span><</if>>
<<include "Isolde Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Isolde'>><<dialog>><<include "Isolde Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Isolde Quest" or $Isolde_Quest gte 5>><<else>><<if $Isolde_Quest is 0>>
<<link 'Ask if Isolde can help at all. (QUEST!)' "Isolde Quest1">><</link>><br>
<<elseif $Isolde_Quest is 1>>
<s>Give the package</s> -- Haven't got it yet!<br>
<<elseif $Isolde_Quest is 2>>
<<link "Give the package." "Isolde Quest2">><</link>><br>
<<elseif $Isolde_Quest is 3>>
<s>Declare the challenge complete</s> -- Not completed yet!<br>
<<elseif $Isolde_Quest is 4 and $Player_outfit is "space bikini">>
<<link "Declare the challenge complete." "Isolde Quest3">><</link>><br>
<<elseif $Isolde_Quest is 4 and $Player_outfit isnot "space bikini">>
<s>Declare the challenge complete</s> -- Completed, but put that bikini back on!
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Isolde Security">><<link '"Where are the other security personnel?"' "Isolde Security">><</link>><br><</if>>
<<if $speech_passage isnot "Isolde Stream">><<link '"What was that about a failed recording?"' "Isolde Stream">><</link>><br><</if>>
<<if $speech_passage isnot "Isolde About">><<link '"Tell me about yourself."' "Isolde About">><</link>><br><</if>>
<<if $speech_passage isnot "Isolde Weapon">><<link '"You keep staring at the door. Are you sure you don‘t need a weapon?"' "Isolde Weapon">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>>Clad in nothing but a set of tiger-print lingerie a tasteful one-size-too-small, Isolde cuts an intimidating figure. The Vari Tiger obviously cares deeply for her physical fitness, her body that of a well-toned athlete; and that's before taking into account her gigantic stature, towering over Mio and indeed most people she's seen in her artificial lifetime. She has rich, deeply-tanned skin, wildly fluffy sunset-orange hair, and a cascade of mahogany-brown stripes that dance across her body, particularly down her limbs. A pair of round-tipped ears peek out from her mane of hair - worn down to just past her shoulders - and her mighty tail bears similar stripes to those across her skin, that appendage proving its weight with each idle thump against the ground vibrating keenly through it. The same fur coats her wrists and ankles, thinning as it climbs higher, ending in powerful, clawed hands with subtly elongated fingers and padded feet with obsidian nails.
She rests back against a large couch made for three, right in the centre - reducing it to a couch made for one with what little space remains! - and keeps her burning yellow eyes keenly trained on the sole entrance and exit into the safe rooms, ready to spring into action at any moment, her body tensing at the slightest sound.
She is a Vari - sister race to the Invari, among Terra's most populous species. Despite her imposing size, she would be classified as an 'M2' - while her face is humanoid, she possesses bestial ears, a tail, and fearsome claws upon specialized hands and feet. Her abs are sculpted around an innie-style navel, giving them a pleasant, inviting curve.<span style="color:#5DB8DE"><b>Blankenship</b></span> sits with one leg crossed over the other, leaning back with good posture and arms straight-forward to work away at her personal datapad. She remains remarkably well-dressed given the circumstances, but it's evident that her recent experience with the Code Moo prototype has rendered the tight embrace of her corset a tad unbearable - her remarkable chest is freed and on display, nipples covertly - but barely - concealed beneath one of the sashes of her outfit, repurposed to hang from her neck like a shawl. Nonetheless, the rest of her eccentric outfit remains intact, from those fine boots to her extravagant hat.
She offers a polite but somewhat tired smile to Mio as she passes, eyes flicking from her to the datapad and her own whirring thumbs, never skipping a beat, never making a single typo in her relentless note-taking.
<span style="color:#5DB8DE">"Ah, the industrious Droid."</span> she remarks with a slight nod, taking her eyes off of the pad to focus on Mio fully... and yet, still typing away. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#5DB8DE">"I do hope your expedition is going well, dear."</span><<elseif $MERCASAVED > 5>><span style="color:#5DB8DE">"Very industrious, it seems. How many people do you think we can fit in here?"</span><</if>>
<<include "Blankenship Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Ervina'>><<dialog>><<include "Ervina Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Ervina Quest" or $MS_Calibrations_My_Dear gte 5>><<else>>
<<if $MS_Calibrations_My_Dear is 1>>
<<link 'Ask Ervina about her offer. (QUEST!)' "Ervina Quest1">><</link>><br>
<<elseif $MS_Calibrations_My_Dear is 2>>
<<if $MS_Drone_Body is 0>>
<s>Hand over the drone.</s> -- Haven't got it yet! It's in Ervina's room.<br>
<<else>>
<<link "Hand over the drone." "Ervina Quest2">><</link>><br>
<</if>>
<<elseif $MS_Calibrations_My_Dear is 3>>
<s>Inform Ervina of the security credentials.</s> -- They aren't set yet! Go to the security office.<br>
<<elseif $MS_Calibrations_My_Dear is 4>>
<<link "Inform Ervina of the security credentials." "Ervina Quest3">><</link>><br>
<</if>>
<</if>>
<<if $MERCA_Vent is 1>>
<<link 'Ask if Ervina can help with the stuck vent grate.' "Ervina Vent">>
<<set $MERCA_Vent to 2>>
<</link>><br>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Ervina Job">><<link '"What do you do around here?"' "Ervina Job">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina Visor">><<link '"I like your visor, but what‘s with it?"' "Ervina Visor">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina About">><<link '"Tell me about yourself."' "Ervina About">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina Hydration">><<link '"Are you keeping hydrated?"' "Ervina Hydration">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#fcc879"><b>Ervina</b></span> appears to have no troubles in life, save for boredom. She's lounging upon one of the ground floor's couches, splayed across it from end to end in her almost total nudity, one leg lazily hanging off the edge whilst the other extends up and over the opposing armrest, one arm joining her hanging leg whilst the other rests beneath her bust. Every now and then her coral-toned hair tentacles will quiver and unravel, one by one, stretching out and revealing their vividly-pattenred suckers before they fold back into her punky bob. She makes no effort to hide her irritation with the lack of entertainment here, grumbling and sighing and clucking her tongue.
The pink dot of her visor sometimes shifts over to Mio, but otherwise drifts up to the ceiling. No doubt she's occupying herself with things saved on her heads-up-display.
<span style="color:#fcc879">"Yasu, Mio. Sup?"</span> she asks, head tilting just enough to shift her tentacles... and her chest. Her hastily-nabbed, undersized jacket is doing a poor job of providing any modesty to her top half... whereas nothing exists to contain those hips. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#fcc879">"This place is gettin' a little less boring. Good job."</span><<elseif $MERCASAVED > 5>><span style="color:#fcc879">"Almost gettin' crowded in here. Think ya could bring some snacks?"</span><</if>>
<<include "Ervina Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>Ervina is approximately 1% Octopus, 99% hips. A cepholapod Invari, she easily rates an M2: her aquatic, sheening skin is a vibrant electric blue of a shade that puts Dizz to shame, contrasting sharply with the coral of her hair-tacles and a number of black-and-orange blotch markings that rush across her mostly nude figure. Starting from the top, a further splash of colour is added by the sleek, chromed visor affixed to her face, edges disappearing beneath her gently-quivering tentacles. The central black slit houses a track that allows a bright pink 'eye' to swing back and forth, making it blatant wherever Ervina happens to be looking: in interaction with Mio, it's usually squarely on her chest. She has a somewhat roundish face with a pouty resting expression, countered by plush, purple lips usually twisted into a smirk. The tentacles that decorate her head resemble a messy hairstyle, framing her face but in a chaotic and disorganized way. Each individual tentacle is stout, fat at the base and thinner at the tip, with a smooth outside and a lightly-ribbed underside with small but defined suction cups that her own flesh seems to be immune to. They write not unlike the snakes of a Medusa.
Were they attached to literally anyone else, the rack the tall Octopus woman boasts would be her central physical feature, heaving tits barely covered as they are by an ill-fitting, slime-splattered jacket. They place second, however, by a clear mile. They're blown away by the woman's voluptuous hips, their shape and width only enhanced by Ervina's surprisingly slim waist - or perhaps it only appears that way by comparison, given that her figure largely appears soft and padded. She's completely nude from the chest down, for it seems none of her tailored panties survived her encounter with the Glob; either that, or she simply doesn't wear them! Her legs boast equally impressed thighs, big enough to crush clams, but they begin to slim as they travel downwards, the woman's feet matching her hands in their surprisingly slender size. They're well-kept, too - Mio notes a lack of any signs of work upon Ervina's palms and fingers, despite her hands-on occupation as an engineer. Suspicious.<<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Blankenship'>><<dialog>><<include "Blankenship Examine">><</dialog>><</link>><br>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Blankenship Outfit">><<link '"Your outfit is... odd, for a scientist."' "Blankenship Outfit">><</link>><br><</if>>
<<if $speech_passage isnot "Blankenship Research">><<link '"How‘s your research going?"' "Blankenship Research">><</link>><br><</if>>
<<if $speech_passage isnot "Blankenship About">><<link '"Tell me about yourself."' "Blankenship About">><</link>><br><</if>>
<<if $speech_passage isnot "Blankenship Magic">><<link '"Can any of your magic help here?"' "Blankenship Magic">><</link>><br><</if>>
<<if $speech_passage isnot "Blankenship Presence">><<link '"What brought you to this facility, anyway?"' "Blankenship Presence">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>>Professor Blankenship is a fair-skinned Elven woman of Terran descent, with bright, coral-orange eyes, wavy, well-kept chestnut hair worn past her shoulders with curled ends, and a rather buxom figure. A proud member of the Techromancers, her outfit is styled upon their traditional uniform: that of a witch. But far from the black robes and hat of old, her outfit is a sea of shimmering blue tones, from deepest navy to electric azure, with many individual pieces featuring different colourations on the interior and exterior weave.
Her wide-brimmed hat is a deep navy tone on the outside, but brandishes a cooler, brighter blue on the inside, along with a vibrant sash of cyan around the hat's pointed lopsided tip; pinned in place with a silver moon-shaped crest pin. Similar silver comprises the frames of her half-rimmed spectacles, with jewellery of silver or bright, cyan metal or lapis lazuli adorning much of her body: a silver choker with a cyan metal centrepiece in the shape of a point-bottomed shield, large, triangular cyan earrings, a thick silver bangle on her right arm and an azure-banded, silver-framed slender smart device on her left, several silver rings with lapis inserts, gloss-shined azure polish upon daringly long nails, and a sleek but sturdy looking lapis-plated harness around her incredible chest, affording lift to her weighty, natural rack. This, too, is capped with that half-moon sigil, right above her cleavage.
A short cape - navy on the outside but glittering, gradating blues on the inside - is worn upon two shoulder straps, with separated navy sleeves worn on each arm up to the shoulders, each adorned with a moon sigil. These straps are connected to her midnight-blue corset - though this is currently undone, allowing her recently-beleaguered chest space to breathe and be free - above a trim, bright blue belly top which transitions neatly into a glittering navy short-skirt flanked by sheer, light-blue shawls from her corset, rushing down either hip to expose generous windows of plush thighs before meeting thigh-high leggings that match her sleeves. A pair of neatly heeled shoes complete the ensemble, each capped with a half-moon lapis crest upon the lace band.
An experienced woman in terms of attitude, if not in appearance; Blankenship has a learned manner, an inquisitive yet measured resting face, but the ethereal agelessness of her Elven kind. This youthful perfection contrasts against her body, with her impressive chest and curvaceous hips, giving her a mature appearance. Her ears are long and sharp-tipped. She possesses two visible beauty spots: one beneath and to the right of her shiny red lips, and one upon her right breast, inner side, sometimes obscured between her cleavage depending on how she crosses her arms. While she seems friendly, Mio feels odd about the way Blankenship regards her; something in her eyes suggests that she's dismantling and reassembling Mio in her head at all times, figuring out what makes the Android tick.<<nobr>>
<<if $M_iRIS_Met is 0>>
<<set $M_iRIS_Met to 1>>
Mio pauses before approaching the vending machine. Unlike the one in the corridor to the south, this one looks... new. Newer than new, even: it's designed with neo-futuristic aesthetics, all clinical shiny white, with an elegantly curved frame... and, oddly enough, an interior completely full of slowly swirling slime of a soft pink tone. In fact, Mio can see no obvious way of retrieving the items within: There's no slot, no input pad, just the big window. Frowning, Mio takes a step forward, and then speaks up.<br><br>
<span style="color:#E5CEF3">"Ah... hello? Are you functional?"</span><br><br>
<span style="color:#ffc0e2">"Oh!"</span> chimes out a soft, effeminate voice, the gel within the oddly-shaped machine rippling lightly with vibration. It begins to shift and polarize and pigment in parts that appear random at first, but swiftly bring themselves into order... it's some sort of projection, created within the gel itself - further obscuring the shrouded products suspended within. Within moments, the image is clear! Mio blinks, and a fluffy-earred face blinks back at her: a fox girl, with frost-pink eyes so narrow as to almost be shut due to a constant and serene smile, elegant, pinned-back hair of a pink tone to match, pale skin, and swirling markings across the eyes and spiralling to fine points upon the cheeks. The face fills the space on the machine, towering over Mio.
<br><br>
<span style="color:#ffc0e2">"Apologies! I was in standby mode due to a lack of... clientele. None with credits to offer, anyway. My name is iRIS, and I am a prototype automat unit undergoing testing in this facility. I'm sorry, but I don't appear to have a record of your identity..."</span> the face trails off, glancing from side to side and around Mio to the room beyond her, in all its infested, hellish glory. <span style="color:#ffc0e2">"... But I'm going to assume you are here to help, in some manner? I'll log you as a guest and ask no further questions on the matter."</span> she smiles, her projected head twirling on the spot for a moment, appearing 3D... Mio realizes that it is! The gel is pushing outwards in places to provide texture and depth. Fascinating. <span style="color:#ffc0e2">"May I have your name, guest?"</span>
<br><br>
<span style="color:#E5CEF3">"It's Mio. Just Mio."</span> the Android nods, taking a look around to make sure they're not in threat of interruption. All clear.
<br><br>
<span style="color:#ffc0e2">"Mio, Just Mio! Understood..."</span> iRIS trails off, and Mio raises a hand and opens her mouth in frowning protest, only to stop when the vending machine giggles! <span style="color:#ffc0e2">"Ihihi. Just kidding. Sorry, I couldn't resist. Mio! It is nice to meet you. Please let me know if any of my products can be of service to you - I'm afraid I cannot override my core programming to give them away, even given the circumstances... but I assure you, my prices are reasonable!~"</span> she insists, and before Mio can comment on the lack of any sort of menu, iRIS' face shrinks into the corner as her previously looming visage is replaced with a colourful display detailing each item in her inventory. Her head glides past these rows and columns in line with Mio's gaze, evidently ready to provide clarifications and answer questions as asked. The gel around each product, meanwhile, becomes clear as water... no, as glass! No distortion.
<br><br>
<span style="color:#E5CEF3">"... You're pretty unique, huh?"</span> Mio remarks, the Synthetic voicing her admiration freely. iRIS' floating little foxy head giggles.
<br><br>
<span style="color:#ffc0e2">"Aw, you said pretty! Thanks!~ Now, can I get you anything?"</span>
<br><br>
<<else>>
Mio steps up to <span style="color:#ffc0e2"><b>iRIS</b></span>, quickly checking her surroundings before settling in for a conversation with the animated automat. The gel swiftly forms into the smiling, kitsune-like face of iRIS.
<br><br>
<span style="color:#ffc0e2">"Ah, guest Mio! How can I be of service?"</span><br><br>
<</if>>
<<set $Shop to 1>>
<<set $Drop_Block to 1>>
<<include "iRIS Shop Setup">>
<<include "iRIS Speech">>
<</nobr>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>iRIS is an experimental vending machine created from byproduct research into alternative uses for Glob slime. Though it may sound initially repellant, her exterior is anything but: iRIS is housed in a clinical-white, rounded-edged frame without a sharp corner in sight, all surrounding a large window of soft-pink gel with a number of products shrouded within in a typical rows-and-columns format. When eyes fall upon a slot, the gel turns from cloudy to clear and mostly colourless, allowing the viewer to see the item without obstruction. From a side-on glance, however, the products are left in silhouette. In the center of this living mass of gel is iRIS' user interface, maximizing space for products in the machine: she simply directs the gel to form her desired appearance, typically taking on the bust of a Kitsune woman of elegant standing and friendly, gorgeous visage.
The space around her is largely clean, for her self-defence mechanisms are numerous and creative; that gel can extend quite a bit and conform to her will! Her frame is immaculately spotless.
iRIS' face gladly ducks out of the way to avoid obscuring eyesight of any of the products she contains, simply moving elsewhere within her organic 'screen'. She radiates a cool temperature, the gel capable of preserving food and even selectively heating it without compromising other compartments, allowing for hot food on demand. Not useful to Mio, but impressive.<<nobr>>----------------<br>
<b>Mio can...</b> <br>
<<link 'Examine iRIS'>><<dialog>><<include "iRIS Examine">><</dialog>><</link>><br>
<<if $speech_passage is "iRIS Quest" or $MS_M4X_Quest gte 6>>
<<else>>
<<if $MS_M4X_Quest is 1>>
<<link "Pass on M4X's message. (QUEST)" "iRIS Quest">><</link>><br>
<<elseif $MS_M4X_Quest is 3>>
<<link "Pass on M4X's message. (QUEST)" "iRIS Quest2">><</link>><br>
<<elseif $MS_M4X_Quest is 5>>
<<link "Update iRIS' security protocols. (QUEST)" "iRIS Quest3">><</link>><br>
<</if>>
<</if>>
<br>
<b>Mio can say...</b> <br>
<<if $speech_passage is "iRIS Break Room">><<else>><<link "Can I ask about the... goo?" "iRIS Goo">><</link>><br><</if>>
<<if $speech_passage is "iRIS Security">><<else>><<link "Have you seen anyone who evaded the outbreak?" "iRIS Outbreak">><</link>><br><</if>>
<<if $speech_passage is "iRIS Shop">><<else>><<link "What've you got for sale? (SHOP)" "iRIS Shop">><<set $Shop_First to 1>><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>>
<<set $en_mercy to 1>>
<<set $speech_passage to "no">>
<</link>>
<</nobr>>Jii'Kii is a Sneerz, an alien renowned for superior technology, superior intelligence, and a superior sense of superiority - at least, this is what the Sneerz are renowned for amongst the Sneerz, which explains Jii'Kii's attitude and soul-rending resting glare. She has a sharply-angled face, with a slender jawline that accentuates her hateful eyes.
Like most Sneerz, everything about her is pastel - gentle colours that harshly conflict with her personality. She has soft green akin to a lovely shade of mint, with large, solid-tone pink almond-edge eyes with a faint glow to them. Her hair is remarkably fluffy in texture, soft-shorn short except for a wide fauxhawk in the centre and back, coloured a pale purple. Her eyebrows are of a similar texture, but smoothly kempt and sharply contoured. She has a pair of short, sharp ears, and a pair of springy antennae the same colour as her flesh which emerge from her forehead and curve back on either side of her hair, twice-segmented and rounded at the tips. Her eyelashes are thick, long, and deepest black, framing her large eyes. When she deigns to speak, her tongue is long, thin, and ends in a sharp point.
Her body is covered in faint markings akin to circuit diagrams, save for her right arm: it's missing from the shoulder, replaced with a sleek, Sneerztek prosthetic. A subtle pauldron guards the connection port, the whole thing constructed from a wine-red metal with a sleek shine, guarding biomechanical muscle-cables that twist and tense with every movement the arm makes. These sections are guarded by clear, sturdy windows, polished so finely as to be invisible in all but the most light-catching of angles.
Jii'Kii wears a bodysuit-- or, wore. What remains of it slings tightly to her organic arm and her legs, but it's been split right down the middle from neck to groin, leaving her entire torso on display to wandering eyes. Evidently used to being ogled, she barely bothers to cover herself. A small patch of lavender fuzz sits atop her slit. She has an athletic figure, well-honed and well-maintained, with only faint scars; a couple down her left side along her ribs and on her hip, an assortment around her right shoulder where the port is installed, and two chip-like cuts on the right of her jaw, subtle enough to be unseen from most angles.<<nobr>>----------------<br><b>Mio can...</b><br>
<<link "Examine Jii'Kii">><<dialog>><<include "Jii'Kii Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Jii'Kii Quest" or $MS_Jii_Case gte 2>>
<<else>>
<<if $MS_Jii_Case_Found is 1 and $MS_Jii_Case is 0>>
<<link "Ask if Jii'Kii knows anything about the case at Security Reception. (QUEST)" "Jii'Kii Quest1">><</link>><br>
<<elseif $MS_Jii_Case is 1>>
<<if $speech_passage isnot "Jii'Kii Quest2 Diplomacy">><<link "(DIPLOMACY $Player_skill_diplomacy_actual/3) Ask to borrow the weapon." "Jii'Kii Quest2 Diplomacy">><</link>> <br><</if>>
<<if $speech_passage isnot "Jii'Kii Quest2 Science">><<link "(SCIENCE $Player_skill_science_actual/4) Praise the design of Sneerz firearms." "Jii'Kii Quest2 Science">><</link>> <br><</if>>
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Jii'Kii Career">><<link '"Do you enjoy your job?"' "Jii'Kii Career">><</link>><br><</if>>
<<if $speech_passage isnot "Jii'Kii Agitation">><<link '"Why are you so agitated?"' "Jii'Kii Agitation">><</link>><br><</if>>
<<if $speech_passage isnot "Jii'Kii About">><<link '"Tell me about yourself."' "Jii'Kii About">><</link>><br><</if>>
<<if $speech_passage isnot "Jii'Kii Arm">><<link '"Do you have any trouble maintaining that arm of yours?"' "Jii'Kii Arm">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#77EFBF"><b>Jii'Kii</b></span> emits a hostile aura as she remains standing, leaning against a wall with a scowl on her pastel-toned features. With her trademark bodysuit hanging off of her arms and legs in tatters, she hasn't bothered - or, perhaps, has been unable - to cover herself up, though her arms remain crossed firmly over her chest. She's cleaned up her hair, at least - even now, she takes the occasional break from guarding her chest to fluff up that fauxhawk. One leg crosses over the other to cover her lower body's modesty, but it really only draws attention to the prize between her thighs...
The Sneerz's hostility isn't limited to the mere air around her - once Mio enters her field of vision, those solid-tone eyes latch onto her. At least... Mio thinks so. It's really hard to tell with Sneerz.
<span style="color:#77EFBF">"Haven't been reduced to a sexbot, yet? Good for yooou."</span> she scoffs, tilting her head as she gives Mio an unimpressed look up and down. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#77EFBF">"I don't know why you bother rescuing these idiots, personally. It's just going to get crowded."</span><<elseif $MERCASAVED > 5>><span style="color:#77EFBF">"Are you <i>still</i> rescuing these clowns? I don't like having to share <i>my</i> air."</span><</if>><<nobr>>
<<if $MS_Jii_Case_Found is 1 and $MS_Jii_Case is 0>>
<br><br><b>Mio can't help but noticing that Jii'Kii's arm is made of the same strange, sleek purple alloys that the mysterious storage box in the Security Office was...</b><br><br>
<</if>><</nobr>>
<<include "Jii'Kii Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>Flakk may well be one of the largest people Mio has ever met outside of battle, but her slouching, shy body language and soft voice somehow leave Mio feeling as though they stand at equal height. Flakk is a Befrar, a member of a once-unified cybernetic scourge now disparate and linked only by their unfortunate origins. She is a gigantic woman who has to stoop just to occupy the workshop space on this basement level, let alone to reach the bench itself.
She is remarkably pale, her skin having a deathly palour to it with a faint aquatic sheen. Her eyes are clearly artificial; solid-black pupils are surrounded by twin rings of bright, glowing pink, separated by another ring of black. Her expression is morose, but kind, with her smile betrayed by a half-shutting of the eyes thanks to raised cheeks. Her mouth and indeed entire jawline is covered by a thick, triple-belted collar, shrouding the lower half of her face. A pair of short, slightly curved sensor horns decorate her forehead, stark black with pink diodes blinking at the tips and in rings around the base: these flank her messy silver-toned hair, a fairly wild mop plonked atop her head with little regard for style but kept somewhat uniformly trimmed in length, dancing onto her shoulders and tussled at random. They largely cover the aural sensors that have replaced her ears, sharp and pointed obsidian spires swept back along her skull.
She has a physique to match her height; amazonian is the best word for it. While it's clear that she was likely significantly more trimmed in the past, she's filled out a bit since the cessation of hostilities with the Befrar: she has remarkable hips that pad out her outfit nicely, along with a chest that dwarves Mio in size... but then again, everything about Flakk does that: it's fairly to-scale on her body. Her arms are blatantly prosthetic and somewhat menacing with contrasting black metal construction, all angles and sharp edges, whereas her legs are more subtle up until calves, metal disappearing down into steel-capped working boots. Well - arm, singular. The other is, of course, currently occupied.
Speaking of those boots, Flakk's outfit has survived her encounter largely intact, likely due to its sturdy nature and its... adjustable design. It largely consists of strapped belts, giving her skin plenty of room to breathe. A harness-top strains against her chest, with a tattered lab coat worn above that - full, cloud-blue fabric covers her tits - no bra! - but gives way to straps that dance and crisscross her stomach and shoulders. A pair of short shorts in a matching pale blue with large pockets descend into loose interlaced belts that dance down her legs like heavily-slitted pants.
When her hand isn't tinkering with the bench, it's slung into her coat pockets, fiddling with junk. If she turns, Mio can catch glimpses of the flat, sleek armoured plates in obsidian black that decorate her back, covering up connection ports for war modules long-since forbidden by Galactic law. It's unclear what Flakk was before her conversion: she bears no obvious tells of Terran nor Alien races.<<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Flakk'>><<dialog>><<include "Flakk Examine">><</dialog>><</link>><br>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Flakk Job">><<link '"What do you do around here?"' "Flakk Job">><</link>><br><</if>>
<<if $speech_passage isnot "Flakk Arm">><<link '"Are you sure you don‘t need your arm?"' "Flakk Arm">><</link>><br><</if>>
<<if $speech_passage isnot "Flakk About">><<link '"Tell me about yourself."' "Flakk About">><</link>><br><</if>>
<<if $speech_passage isnot "Flakk Art">><<link '"What are you working on?"' "Flakk Art">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#ffbad5"><b>Flakk</b></span> stands quietly by the workbench, easily filling the space with her bulk. Yet, simultaneously, she appears so small, a result of her uneasy posture and reserved body language. She seems to be slowly, methodically tinkering with something, though she takes regular breaks to straighten up and stretch, often staring at nothing for a moment before returning to her distractions. She remains mostly clothed, her outfit having been easier to simply displace rather than tear or remove - the exception being her strappy 'pants', belts crisscrossing down from her hips to her steel-capped boots, torn down the front and back where her Mimic captor evidently got a tad too impatient. As a result, she keeps her lab coat done up on the lower two buttons, affording herself some modesty.
Her expression is as ghostly and morose as ever, but that's just how her face rests. She jumps slightly when Mio enters her sphere of awareness, but she soon regards the smaller Synthetic with a warm smile - translated through the gentle closing of her eyes and rising of cheeks, jaw of course obscured by her ever-present belted collar.
<span style="color:#ffbad5; font-size:90%;">"... Mio."</span> she acknowledges in her quiet, whisper-like way. Her smile relaxes somewhat, but her friendly expression remains. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#ffbad5">"... You've been working hard... thank you..."</span><<elseif $MERCASAVED > 5>><span style="color:#ffbad5">"... Many people... good work... fight well, friend..."</span><</if>>
<<include "Flakk Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><span style="color:#3DFF61"><b>Selene</b></span> reclines on an armchair, her long, pointed elven ears twitching slightly as she fans herself with a gloved hand. It seems she's still more than a little heated from her time under the FUM's thumb, her pale body flushed in several places despite the moderate temperature of the dormitory. Her lab coat has dried off somewhat, but remains stained with purple streaks. The way it frames her hourglass figure, resting upon her impressive bust and riding across her sides like half-drawn curtains... it's probably not intentionally provocative, but it's certainly distracting.
Upon seeing Mio, Selene's eyes light up in adoration. She leans forwards and ceases her otherwise ceaseless fanning, beaming warmly towards her synthetic saviour, arms clasped before her in a way that only serves to push her cleavage up further.
<span style="color:#3DFF61">"Mio! My brave little knight!~"</span> she exclaims, smiling so strongly as to force her own eyes shut with the rise of her cheeks. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#3DFF61">"Are you keeping safe out there? Oh, I shouldn't worry, you can evidently take care of yourself!"</span><<elseif $MERCASAVED > 5>><span style="color:#3DFF61">"Golly gosh, you've been so busy! It's nice to see so many familiar faces in here! Tentacles are fun but, like, <i>lousy</i> conversationalists... ooh, there's an idea..."</span><</if>>
<<include "Selene Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Selene'>><<dialog>><<include "Selene Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Selene Quest" or $Selene_Quest gte 3>><<else>><<if $MERCA_Selene_Quest is 0>>
<<link 'Ask why Selene wanted to see her. (QUEST!)' "Selene Quest1">><</link>><br>
<<elseif $MERCA_Selene_Quest is 1>>
<s>Give her the case</s> -- Haven't got it yet!<br>
<<elseif $MERCA_Selene_Quest is 2>>
<<link "Return the case (Complete Quest 'Serene Selene')" "Selene Quest2">><</link>><br>
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Selene Wellbeing">><<link '"Are you alright? Your vital signs seem rather rapid."' "Selene Wellbeing">><</link>><br><</if>>
<<if $speech_passage isnot "Selene Implant">><<link '"What is the purpose of that implant of yours?"' "Selene Implant">><</link>><br><</if>>
<<if $speech_passage isnot "Selene About">><<link '"Tell me about yourself."' "Selene About">><</link>><br><</if>>
<<if $speech_passage isnot "Selene Staring">><<link '"You keep staring. Is there something on my face?"' "Selene Staring">><</link>><br><</if>>
<<if $speech_passage isnot "Selene Bow" and $Selene_Quest gte 3>><<link '"Are you sure you want me using this bow? It seems important to you."' "Selene Bow">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>>It would be easy to consider Selene to be concentrated sunshine with the way she lights up the room, but she is, in fact, an Elf. The Terran-born Pyksielander is blessed with pale, smooth skin, incredibly long blonde hair that shines with carefully-kept conditioning - a few strands displaced given her recent adventures, also to blame for a streak of purple down the back - and eyes like finely-cut emeralds above a petite nose and shiny, plush lips. She's rarely seen without a smile, giving her otherwise large eyes a constant half-shut slenderness, the outer corners almost pointing directly to her long, stiff ears - one of which is decorated with a techy-looking metal clasp along the top edge, from tip to base. Her eyebrows are slim and pointed, a little darker than her hair. Her cheeks have a subtle softness to them - and a rosy blush - but not enough to detract from her sharply cut jawline.
Selene is currently wearing little more than a lab coat, a pair of disposable gloves, and long-ish boots with daring but flat heels. This unfinished outfit has been well-marinaded in hive-flesh, leading to much of its white surface being streaked and smeared in purple slime. It doesn't exactly hang off of her body, for her body fills it well; Selene has a buxom figure with a subtle but definite edge of tone down her arms and legs that indicates attentive fitness, even if the size of her chest and her thick thighs may argue otherwise. Of the latter, however, any occasion that calls for the Elf to tense reveals them to be strong beneath the layer of plushness. Her limbs and neck are a little longer than would be strictly 'normal' to see on an In/Vari, adding to the Pyksielander's graceful charms.
She's doing her best to cover herself up with her lab coat, but it seems the buttons have been ripped clear out by whatever tugged it open in the first place. As a result, she keeps her legs crossed in her seat, and leaves the coat draped over her tits, curtaining her weighty bust delightfully.
Selene regards Mio fondly, her smile intensifying whenever she takes notice of the Android. Whether this is a result of the lingering aphrodisiacs in her system or otherwise is unclear to Mio, but there's something in the Elf's eyes that seems deeper than surface attraction. It makes Mio feel a strange... 'warmth', in her chest. Odd.<span style="color:#EE488A"><b>Iziria</b></span> relaxes in an armchair, legs swung up over one of the armrests to use her knees as a platform for writing her documents. She's busily scribbling away with practiced gusto, tearing through page after page of woefully complex-looking forms... when she isn't taking a break to stretch, yawn, and power nap. Greatly assisting in her productivity is the ever-present Beezlebuu, the monster beneath her clingy sweaterdress often using its tentacles to pass Iziria new writing implements seemingly carved from the same obsidian that comprised the intricate coffin in which Mio found her in. Whenever she stretches, she does so with a needlessly salacious arch of her back, a knowing grin on her serene face as her black dress undulates with the motions of her pet beneath it... particularly around her well-hugged chest.
She spares a glance for Mio, but seems incapable of writing without keeping an eye on her own pale fingers. She seems to welcome the excuse to take these little breaks, however... either that, or she welcomes the excuse to blatantly ogle Mio. Succubi will be Succubi, after all...
<span style="color:#EE488A">"Ah, if it isn't our specialist guest.~"</span> she eventually utters, pulling her ornate spectacles down a tad to give Mio a scoffing smile... and, with a twist of her torso, a look down the laced net window that exposes much of her cleavage. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#EE488A">"You're working ever so hard! Makes me sweat just thinking about it!~"</span><<elseif $MERCASAVED > 5>><span style="color:#EE488A">"My my, you've saved the Cleaners quite a bit of work. I think even Beezlebuu might be on the road to forgiving you... of course, I can think of a few ways to expedite that. ♥"</span><</if>>
<<include "Iziria Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Iziria'>><<dialog>><<include "Iziria Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Iziria Quest" or $MS_Iziria_Quest gte 5>><<else>>
<<if $MS_Iziria_Quest is 3>>
<<link 'Ask Iziria what the hell happened back in her office. (QUEST!)' "Iziria Quest1">><</link>><br>
<<elseif $MS_Iziria_Quest is 4>>
<<set $Player_temp1 to $Player_hp / $Player_hp_max>>
<<set $Player_temp1 to $Player_temp1 * 100>>
<<set $Player_temp2 to $Player_focus / $Player_focus_max>>
<<set $Player_temp2 to $Player_temp2 * 100>>
<<if $Player_temp1 lte 20 and $Player_temp2 lte 20>>
<<link "Submit to the kiss." "Iziria Quest2">><</link>><br>
<<else>>
<s>Submit to the kiss.</s> -- Mio isn't 'desperate' enough yet. Iziria seems wholly uninterested. Return when HP and Focus are diminished to the brink. <br>
<</if>>
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Iziria Pet">><<link '"Is your pet still mad?"' "Iziria Pet">><</link>><br><</if>>
<<if $speech_passage isnot "Iziria Behaviour">><<link '"You behave rather inappropriately, given your job."' "Iziria Behaviour">><</link>><br><</if>>
<<if $speech_passage isnot "Iziria About">><<link '"Tell me about yourself."' "Iziria About">><</link>><br><</if>>
<<if $speech_passage isnot "Iziria Perks">><<link '"Given that you are a Succubus, is this outbreak... good for you?"' "Iziria Perks">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>>Iziria is one big bundle of mischief - emphasis on 'big'. Her petite horns and slender, whip-thin spaded tail that writhes behind her like a snake hunting for prey easily betray her as a Succubus, but even if they didn't, one wouldn't be awarded many points for guessing. Her sheer porcelain-white skin, her black sclera eyes with burning hot-pink slitted iris, her incredibly curvy figure... and the way she regards those speaking to her as a starving man might a burger in the middle of a desert. Even Mio isn't spared the hunger in the Demon's cheeky gaze, her black-painted lips constantly curled into a scheming smile.
Despite this, Iziria is not outwardly hostile, by any means. Ironically for what she is, she's also one of the most well-clothed residents of the facility! Hidden away from any tentacular aggression by her own tentacular aggressor, she's retained her entire outfit, covering a remarkable amount of Succubus skin in exchange for conforming tightly to the shape of that flesh, accentuating it, proving true the old belief that sometimes, more is more. Her outfit consists of a black sweater dress with a snug turtleneck and a vertically ribbed knit texture, pulled down to hug her hips but barely covering anything more than a skirt would. She goes commando beneath this, wearing a pair of garter-belted semi-sheer stockings that dance down her legs and end in neat, clacky-heeled business shoes. A few little trinket piercings decorate her sharp ears, and these trinkets appear elsewhere upon her body: silver bangles upon either wrist worn above her sleeves, and several small pins upon the lace-band of either shoe.
Her nails are long and sheen black like onyx, matching what should be the 'whites' of her eyes and her shiny, plump, smirking lips. She has a very subtle nick-through scar down her right eyebrow, but is otherwise unblemished save for tactically placed black beauty spots that seem to change locations whenever one stops paying attention to them; sometimes they decorate aside of her lips and cheek, other times they might appear on what little is visible of her thighs... until she uncrosses and re-crosses her legs.
A pair of leathery wings in that now-trademarked black sprout from her lower back, just above her tail. They're usually folded and tucked away. They look too small to actually fly with, especially given her curves!
Occasionally, Iziria's sweater dress moves and shifts around unnaturally. That's just Beezlebuu, her pet tentacle monster... and, if the lift in her tightly-hugged chest is any indication, part-time bra.
The way she regards Mio makes the poor Android feel like a fly upon the web of a spider... be those literal insects or a pair of tribal-minded Invari.Ruzi is a rather short Deer Vari, with rich, dark skin and hair that could easily spark furious debate between being called 'brownish blonde' or 'blondey brown', tussled and messy. Her white coat makes it obvious that she's a Researcher for the facility, though she seems quite exhausted by her recent trials and tribulations; evidently, not a very 'hands on' Researcher.
Despite presenting feminine in all other aspects, Ruzi has a pair of mightily impressive antlers that, were they counted, would significantly increase her height. These branching horns invariably end in carefully blunted tips. She often bumps and gets them stuck on things, but when she isn't directly talking to someone about them - during which her mood is typically sour - she can be seen admiring them in whatever reflection comes to hand.
She has a somewhat pear-shaped figure, especially given her diminutive height. Despite that, she has a fairly mature face, albeit often screwed into an adorable pout. A somewhat broad nose suits her face shape, and her lips are unpainted but pleasantly full. Her eyes burn a snow-blue hue, pale but piercing... were they not behind half-lidded, dark-painted eyes, her makeup staining her cheeks in dark streams, mostly wiped away. She has a pair of floppy, fuzzy ears that match her hair, a sprightly little spade-shaped tail with a soft, cream underside, but her legs are perfectly humanoid rather than ending in hooves.
Her outfit has survived mostly intact, but residual aphrodisiacs rock through her system and keep her shirt and coat unbuttoned to relief the pressure. She still seems pretty drunk off of her encounter, and isn't up for much in the way of discussion.
<<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Ruzi'>><<dialog>><<include "Ruzi Examine">><</dialog>><</link>><br>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Ruzi Wellbeing">><<link '"Are you alright? You are still shivering."' "Ruzi Wellbeing">><</link>><br><</if>>
<<if $speech_passage isnot "Ruzi Antlers">><<link '"Do you mind if I ask about the antlers?.."' "Ruzi Antlers">><</link>><br><</if>>
<<if $speech_passage isnot "Ruzi About">><<link '"Tell me about yourself."' "Ruzi About">><</link>><br><</if>>
<<if $speech_passage isnot "Ruzi Job">><<link '"What do you do around here? When things are less... overrun, that is."' "Ruzi Job">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#ffe796"><b>Ruzi</b></span> has forsaken chairs, instead finding comfort in leaning against one of the doors to the unfinished rooms beyond. She sits upon the floor with her knees tucked up to her chest, left in a state of semi-undress - the occasional shudder and little shuffle she performs clues one in on the amount of aphrodisiac still coursing through her body. Her shirt lies open and unbuttoned for this very reason - skin too sensitive for the tight embrace of her top - but her modesty is protected by her knees. Beholding her from here, Mio can't help but wonder who's shorter: Ruzi, or Dizz? Not including those impressive antlers, of course. Ruzi shudders whenever she leans back too far that they -clunk- against the door behind her, grumbling softly as she does so.
Upon the most recent -clunk-, she takes notice of Mio, blinking repeatedly. She still isn't quite up and aware of her surroundings, it seems. She hugs her knees a little tighter, then tilts her head.
<span style="color:#ffe796">"Oh, uh... hey there, Miss Synth."</span> she says after a slight hesitation - Mio is pretty sure she's forgotten her name... <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#ffe796">"It, uh! It looks like you've been busy... I think."</span><<elseif $MERCASAVED > 5>><span style="color:#ffe796">"Is everyone here because of you? That's... pretty cool. Yeah. Thanks for that."</span><</if>>
<<include "Ruzi Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><span style="color:#f5697c"><b>Ru'drexi</b></span> and <span style="color:#cffbff"><b>Powder</b></span> have occupied a space by the great bay window overlooking the moon's surface, snuggled together on a couch. The Jelli, Ru'drexi, is more or less lounging on her more solid partner, the Helzent named Powder. It's a sea of vibrant red and pastel blue against the dark vat-leather of the couch, the vibrant violet light pouring in from the window shimmering through Ru'drexi's translucent body in curious ways. They occasionally speak to one another softly, often ending in either a huffed bark of a laugh from Powder or a pleasant but quiet little giggle from Ru'drexi.
As Mio approaches, the pair both look her way. Powder gives a nod of recognition - careful not to bump his wife with his horns - while Ru'drexi gasps softly and lifts a gloved arm to wave, grinning wide enough to shut her eyes.
<span style="color:#f5697c">"Mio! Good to see you!"</span> Ru'drexi exclaims, shuffling off of her husband slightly - only for Powder to snag her in closer with a lazy arm. <span style="color:#cffbff">"Mm. You keepin' alert out there?"</span> <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><br><br><span style="color:#f5697c">"It's good to see we're not the only ones here! Granted, we don't really know anyone, but... still!"</span><<elseif $MERCASAVED > 5>><span style="color:#cffbff">"This place is fillin' up, little by little. It's good to take care of others, but make sure you take care of yourself, too."</span><</if>>
<<include "Ru'Drexi Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>Ru'Drexi and Powder Snow are a Jelli and Helzent, respectively. These two species are offshoots of the same, singular source, representing biological freedom and biological 'perfection'.
Ru'Drexi is a vibrant red woman with a body made from a firm-looking translucent gel, which clouds to a more opaque degree around her head; her hair is made of the same substance but darker, worn in a bob-styled semi-pixie cut and comprised of layered tentacles ending in tapered curls. Her arms and legs are decorated with shiny black latex gloves and boots up to the shoulders and thighs, affording her the scaffolding she needs to better maintain her morphable form. The bands conform tightly to her body, creating plenty of skindentation and squish around her thighs in particular. Before she left her room, she tossed on a deliberately ragged, white tanktop with a faded band logo and some hip-hugging shorts with wide flares. Her build is well-sculpted but somewhat conservative; a slender physique with a decent chest and cute hips... but, of course, given what she is, she could change this at will!
Her expressions are not constrained by the sculpting of her face. Sometimes she smiles so brightly that it changes the shape of her entire head! If she has ears, they're hidden beneath her hair. Her eyes are a solid, bright blue, complimenting her red hues wonderfully. The area around her eyes is selectively darkened in an imitation of makeup, and her lips are a rich, wine red to differentiate them from the rest of her face.
Powder Snow, meanwhile - or just Powder - has a much more solid form, opaque and pastel blue in tone with shiny black, jagged stripes indented slightly across his body. He has a flat chest with two flat, dark markings where nipples would be expected, those stripes dancing across his pecs and terminating in swooping, sharp points towards the centre of his ribcage. He has a decent set of abs on him, but these aren't exactly 'earned' - Helzent are shapeshifters as well, albeit trading enhanced stability for the process taking significantly longer. If one pays close attention to his sunken stripes, one would notice them glistening and shifting: windows into the dark ooze that comprises his body beneath the soft blue exterior.
He is currently shirtless but had the good sense to put on a pair of comfortable-looking long pants with ample pockets: coal-black, of course. Aside from a pair of well-worn sneakers and some open-backed gloves, that's it for his outfit. It's difficult not to notice the bulge that snakes down the right leg of his pants, despite how roomy they seem! He has a rather skinny physique, but wears it well, especially with that deliberately sculpted tone; the word 'lithe' comes to mind. He has a face that meshes 'rugged' and 'boyish' - he could easily find work as a supermodel, but would perhaps need to lose the lazy smirk. Like Ru'Drexi, darkened rings surround his eyes, his lips are a midnight blue, but unlike his wife he has visible ears - short, but pointed - and 'real' hair, fluffy and quiffed up with occasional adjustments from his right hand, dark at the base but silver-tipped. A pair of slender, short but sharp-looking horns emerge from beneath this mop of hair, a dark black with a ridged texture to them. When he speaks, his tongue is long and forked.
<<nobr>>----------------<br><b>Mio can...</b><br>
<<link "Examine Ru'Drexi and Powder">><<dialog>><<include "Ru'Drexi Examine">><</dialog>><</link>><br>
<<if $MS_Meh_Parents is 1>>
<<if $speech_passage is "Ru'Drexi Quest" or $MS_Mean_Bite isnot 1>>
<<else>>
Given what she learned about their visit here earlier, Mio can't help but ponder a connection between the pair and a certain slimy snake girl... <<link "Inquire further into the samples the pair gave." "Ru'Drexi Quest">><</link>><br>
<</if>>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Ru'Drexi Vacation">><<link 'To both - "What are you doing here, anyway?"' "Ru'Drexi Vacation">><<set $MS_Meh_Parents to 1>><</link>><br><</if>>
<<if $speech_passage isnot "Ru'Drexi Gloves">><<link 'To Ru - "Why do you wear those gloves?"' "Ru'Drexi Gloves">><</link>><br><</if>>
<<if $speech_passage isnot "Ru'Drexi About">><<link 'To both - "Tell me about yourselves."' "Ru'Drexi About">><</link>><br><</if>>
<<if $speech_passage isnot "Ru'Drexi Powder">><<link 'To Powder - "How are your hips?"' "Ru'Drexi Powder">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#FF3D76"><b>'Meh'</b></span> has occupied the space just north of her 'parents', looking out onto the surface of Vi-16 as she lounges upon a throne formed of her own coiled tail. She still cuts an intimidating figure, despite her relaxation - perhaps it's the way she lies almost completely still, no shuffling or fidgeting. The purple predator simply stares with those burning, toxic-pink eyes, glancing at Mio not by turning her head, but through the reflection in the bay window instead. She does, eventually, raise a gloved arm to give her a dismissive, wrist-curling wave before she lowers it back down to grace her hip. It's at this point that Mio realizes that the artificial Lamia is, effectively, mooning the entire room...
Still staring at her through her reflection, Meh's glare bares down on Mio. It's incredibly difficult to tell what her expression is meant to convey... but it burns, heavy-lidded and oozing with contempt.
<span style="color:#FF3D76">"What."</span> she spits curtly. Nice. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#FF3D76">"People in here keep staring at me. Makes me wanna eat them. I won't... I guess."</span><<elseif $MERCASAVED > 5>><span style="color:#FF3D76">"You've made it crowded in here. Well done. Kinda makes me wanna coil you to pieces - it's annoying."</span><</if>>
<<include "Meh Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Meh'>><<dialog>><<include "Meh Examine">><</dialog>><</link>><br>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Meh Settling">><<link '"How are you settling in?"' "Meh Settling">><</link>><br><</if>>
<<if $speech_passage isnot "Meh Parents">><<link '"Have you talked to your parents, much?"' "Meh Parents">><</link>><br><</if>>
<<if $speech_passage isnot "Meh About">><<link '"Tell me about yourself."' "Meh About">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>>'Meh', as Mio has come to call her, has only been alive for a short time and has spent more or less every moment of said life moody. A product of research into combining Glob matter with samples derived from Jelli and Helzent subjects, she could be considered to be Ru'Drexi and Powder's 'daughter'.
Despite this, Meh is clearly an adult in mind and body, born intelligent - and born pissed. With a working product title of 'Slammia', her body reflects this; Meh is a Lamia made of running, viscous slime, her flesh less stable than a Jelli and more opaque - not to mention poisonous. From her generous hips and upwards, she has the shape of a rather slender woman with long, slim arms and dainty shoulders. This is only in comparison to her rather massive size, however - in comparison to Mio, these latex-gloved arms possess strength in abundance. She has an uncovered chest which is somewhat dwarfed by her hips, though with her shapeshifting ability, this is never a defined thing.
She has a surprisingly sharply-angled face despite the way her toxic slime rolls down her form, but it never drips off of her unless she wants it to; like liquid running from a tipped plate, it instead rolls back and is absorbed into her flesh once again. Her features are smooth compared to the roiling downward chaos of the rest of her body, with a hateful glare always present in her baleful, toxic-pink eyes and their pit-like black pupils. Despite this, Mio would easily consider her to be rather beautiful were it not for the death stare. She has an abundance of thick dreads made of thicker gel that comprise her hair, most of them slicked back and falling past her shoulders, with a few riding upon them or down her front towards her chest, framing her face.
From the hips down, she is serpentine in nature. A powerful tail is typically coiled beneath her for her to rest upon, forming an ample, shapely rear before turning into smooth, wavey 'pulses' of slime that slowly run down the length of her lower body. The very tip of that tail shows the ability to shift in size and shape with ease, but for now, it's just a tapered tip. Despite the way her body runs, she leaves no stains upon the ground. It seems she's just as good at absorbing things as she is at ejecting them!<<set $speech_passage to "Isolde Stream">><span style="color:#E5CEF3">"What was that about a failed recording?"</span> Mio asks after some healthy hesitation: after all, it's enough of a sore spot for the Tiger that she obliterated a perfectly good (and perfectly sturdy) desk over it. Isolde opens one eye wider and seems to glare at Mio for a moment, but she soon relaxes, reason prevailing... fingers digging deeper into the backrest of her couch. Fingers and <i>claws.</i>
<span style="color:#FF6F37">"Hmph. My side-gig. Girl's gotta have more than one hustle, y'dig? I do cam shows in my spare time... got the body for it, so why not? I get paid in creds <i>and</i> compliments, even if they're usually spelled wrong."</span> she snorts, striped tail lifting up and off the ground slightly before thumping back down. <span style="color:#FF6F37">"So, y'know, that Leash thing gets the drop on me mid-show - just meant to be some light lingerie modelling - and I figure ah shit, well, at least it'll boost my ratings. I was holdin' onto that thought in between rounds of squirtin' myself braindead on that fuckin' thing!"</span> she sighs, reaching up with a toned arm to -smack- a palm onto her face, slowly dragging it down her aggravated features - harshly enough to pull down on her lower eyelids for a moment. She lets go of herself before the image becomes too gruesome, thankfully.
<span style="color:#FF6F37">"You know the rest. Stupid little bastard thing knocked the camera over when it pounced me, so all anyone got to see was my damn ceiling. So much for silver linings... Never have hope, Mio! Always expect and prepare for the worst!"</span> she grumbles, gripping the backrest hard enough to make it creak in protest. Mio can't help but find that mindset to be more than slightly melodramatic, but perhaps it's best not to poke the Tiger right now, so to speak.
<span style="color:#E5CEF3">"Well... maybe you can do it on your own terms, next time?"</span> she suggests in an effort to be helpful, keeping her tone optimistic-- well, as optimistic as the usually droning, grumpy-faced Android can. Isolde shoots a glare at Mio again and, to her surprise... blushes!
<span style="color:#FF6F37">"... Man I'm too shy for that, bikinis and shit is one thing, but that was... I couldn't have done that without the push!... ugh, drop it!"</span> Isolde growls with a warning edge to her tone, causing Mio to raise her hands palms-flat in surrender. Fine, fine! Dropping.
<<include "Isolde Speech">><<set $speech_passage to "Isolde About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio asks, moving to rest her hip against the arm of Isolde's couch. The request seems to come as a surprise to the heavyweight big cat, shown in her brows raising and her tail twitching upwards. Isolde shrugs, rubbing the back of her neck with one hand.
<span style="color:#FF6F37">"Me? I'm... a security guard. Here. What else do you wanna know? Narrow it down, dude."</span> she grumbles, not particularly happy with being asked to think on the spot. Mio pauses, then nods: fair enough, it's a bit vague.
<span style="color:#E5CEF3">"Ok, well... how about where you're from?"</span> the Synthetic asks. Isolde clucks her rough tongue and leans back again, giving a little nod.
<span style="color:#FF6F37">"Small planet named Ealdon. Pretty much one big farmland save for its sole major ocean, lots of rivers 'n shit. If it can be grown, chances are someone's growin' it there. Was born and raised there, my 'Ma had her own ranch. Pretty much as soon as I can walk and say at least one word, I was workin'. Good life."</span> she smiles, eyes briefly falling from the exit door and onto the far wall, as though seeing through it to imaginary great plains beyond. Mio nods, but notes an absence...
<span style="color:#E5CEF3">"No father? Just your mother? If you don't mind me asking, sorry-"</span> Mio starts to backpedal with a grimace, only to be interrupted by Isolde's amused snort.
<span style="color:#FF6F37">"Huh? No, no father. At all. I'm clone-grown, baby."</span> she jerks a thumb towards herself and grins, then directs that thumb to her navel. Despite her claims, she has one... a natural-looking innie. Cloned lifeforms are usually smooth there. <span style="color:#FF6F37">"Just a little cosmetic tweak. Clone-grown's becomin' more popular these days: less time spent out of action for the bearin' parent, accessibility of children to single parents, and a huge decline in developmental issues seein' as the baby is monitored every step of the way."</span> she explains, motioning down across her body before her arm drifts back onto the couch's backrest. Mio can't help but look the tiger down and up. Fascinating...
<span style="color:#E5CEF3">"I had no idea. Well... what happened that led to you coming out here? According to my records, Ealdon is a long way away."</span> Mio inquires. Isolde just shrugs.
<span style="color:#FF6F37">"We got lucky with some good harvests and market conditions, ranch got bigger, 'Ma bought automated help. I hit twenty-one, and she tells me she's got things covered on the farm... says she saw all the times I'd stay up stargazin'. Gave me a bundle of credits and told me to just follow my heart. Reckon I'm still doin' that... but I'm tryna be sensible with my cash, which means taking on jobs. Took on security here, and... I dunno, until very recently it's been pretty good."</span> she muses, only to shake her head with vigour, fixing Mio with a raised brow. <span style="color:#FF6F37">"Hey, that's enough outta me. Get back out there, yeah?"</span> she snorts, though makes no motion to force Mio on her way. The synthetic shrugs, bows her head in thanks for the story, and then pushes off from the couch with her hip.
<<include "Isolde Speech">><<set $speech_passage to "Isolde Weapon">><span style="color:#E5CEF3">"You keep staring at the door. Are you sure you don't need a weapon?"</span> Mio inquires... gently. She doesn't want to offend the prideful Tiger, after all. Isolde does raise a brow at the comment, but chooses arrogance over resentment, smirking as she unsubtly flexes her shoulders.
<span style="color:#FF6F37">"Hell no. Giving me a gun is just nerfin' me."</span> she confidently declares, bringing her arms forward from the backrest in swooping arcs and curling her biceps, baring the claws on each hand. <span style="color:#FF6F37">"Anything that ain't you or one of my coworkers... or, uh, registered guests-- whatever, anythin' that needs a good clawin' is gunna get one."</span> she tuts, waggling the fingers on her right hand in an admonishing wave before she 'relaxes' back into her primed-and-ready pose.
Mio shakes her head, but stays her tongue. If you say so, Isolde.
<<include "Isolde Speech">><<set $speech_passage to "Isolde Quest2">><<nobr>>
<<set $Isolde_Quest to 3>>
<<set $Key_Remove to "Isolde Package">>
<<set $Key_Remove_Position to $Isolde_Package_Position>>
<<include "Remove Key Item">>
<<set $Isolde_Package_Position to 0>>
<<set $Isolde_Package_Location to "no">>
<span style="color:#E5CEF3">"Well, I handled your package. Am I worthy now?"</span> Mio stifles a smirk, handing the brown box over to Isolde, who plucks it neatly from the Android's hand. The Tiger scoffs, then slides a claw down the side - unsealing the inner tape keeping it shut - and pops it open.
<br><br>
... Very skimpy fabric, cheap metal decorative greebles, and very obviously fake costume jewellery. Lots of it. Too much of it, and not nearly enough of that fabric. What?--
<br><br>
Mio windmills her arms in surprise when Isolde casually tosses the non-garment into her face! She splutters and grabs it with both hands, grimacing as she inspects the... bikini. This is a bikini.
<br><br>
<span style="color:#E5CEF3">"Excuse you?"</span> Mio exclaims, brow raised, lips staying parted after she speaks. Isolde just grins down at her, then points dramatically - claw a mere inch from Mio's face, making her go crosseyed for a moment in focusing on it. Didn't flinch this time, though!
<br><br>
<span style="color:#FF6F37">"You want my prize, Mio? Then here's the real challenge! I know you're tough physically, but how strong are you against emotional damage, huh? How confident are you with yourself? That right there is an authentic star/Whore brand Starslave outfit! They, uh, sent me the wrong size and told me I could keep it. You wanna prove yourself worthy? Then get out there and beat something up with your bare hands, wearin' that."</span>
<br><br>
<span style="color:#E5CEF3">"I'm not fucking doing that!"</span> Mio refuses with a scowl, dangling the ridiculously skimpy thing in her hands. Isolde just grins all the wider, retracting her pointing finger but leaning in closer, hands on her knees.
<br><br>
<span style="color:#FF6F37">"Then you don't get the goods. C'mon! You can do it. I believe in ya. You're not gunna make a liar out of me, right? Doesn't even have to be anything big - just come back with some authentic splatters on that thing and I'll know if you're lying or not. For a Robot, you're kinda shitty at hiding your feelings."</span> the Tiger snorts, then outright chuckles. She leans back again but continues to sport that shit-eating grin down at Mio, who stands in stunned silence holding that bikini at arm's length.
<br><br>
<b>To complete Isolde's challenge, Mio must defeat any enemy whilst wearing this outfit, without a Main Weapon equipped.</b>
<<include "Starslave Bikini Pickup">>
<</nobr>><<include "Isolde Speech">><<set $speech_passage to "Isolde Quest3">><<nobr>>
<<set $Isolde_Quest to 5>>
Mio trudges up to Isolde with the sourest glare she's capable of putting on, hands placed on her almost-bare hips, that ridiculous bikini clattering and jingling with even the smallest of motions she makes. Isolde grins broadly and reaches down, clapping Mio on the shoulder - sending the smaller woman stumbling, even with her gyro-stabilization!
<br><br>
<span style="color:#FF6F37">"Hell yeah, Sister! I knew you could do it. I can see it in your eyes, you're so pissed off about it~. I'm a woman of my word, though! Here."</span> Isolde chuckles, reaching for her necklace and pulling it off and over her head, tossing it casually - underarm - to Mio. Mio catches it and frowns, inspecting the fang up close. It's... big. Too big to be one of Isolde's, the base of it set into a rough silver ring - as though dipped into the molten metal and left to set - which in turn has a hole lanced through it for the necklace cord to slip through. The tip of the fang points down when it's dangled in her hand.
<br><br>
<span style="color:#E5CEF3">"... Alright, it's a necklace with a big gross tooth on it. What's it do?"</span> Mio asks with a raised brow.
<br><br>
<span style="color:#FF6F37">"Makes you fight better. Hit harder, find weak points easier. Guides your teeth, 'Bot."</span> Isolde 'explains', waggling her fingers for emphasis. Mio just stares at her, then sighs.
<br><br>
<span style="color:#E5CEF3">"That wasn't very helpful, Isolde. How does it do that?"</span> she demands, to which Isolde performs an over-expressive shrug.
<br><br>
<span style="color:#FF6F37">"It's magic, I guess! Seriously, I can't explain it. But I'm tellin' ya, that necklace has saved my life more than once. Wear it, and you'll see... but I'll want it back once you're done, got it?"</span>
<br><br>
<span style="color:#E5CEF3">"Fine, fine. I'll take care of it. But what about this fucking bikini?"</span> Mio scowls, glancing down at herself. Isolde grins again - having adopted a series expression for a moment back there - and leans back with another shrug.
<br><br>
<span style="color:#FF6F37">"Ain't gunna fit me, is it? You keep it. I think you rock it, personally~."</span> she insists. Mio opens her mouth to protest, then sighs, rolling her eyes. Whatever. That compliment made her feel weird...
<br><br>
<<include "Fang Necklace Pickup">>
<b>'Earning Your Stripes'</b> complete! <b>Mio</b> has gained <b>150 exp!</b>
<<set $Player_exp to $Player_exp + 150>><<include "Adjust All Bars">>
<</nobr>><<include "Isolde Speech">><<set $speech_passage to "Isolde Quest1">><<nobr>>
<<set $Isolde_Quest to 1>>
<span style="color:#E5CEF3">"Say, Isolde. I don't suppose you could give me a hand out there, could you?"</span> Mio asks, crossing her arms and shifting her weight onto one hip. Sure, Isolde may not be armed, but... she's huge. She looks like she could probably rip a tentacle Monster in half with minimal, if any, effort. Isolde frowns at the suggestion, however, and turns her gaze onto Dizz, and then onto the door out of the dormitory.
<br><br>
<span style="color:#FF6F37">"... Don't get me wrong, I want to. But my job is to look after people, and I can do that best here, where the people are. Security protocols are pretty strict on what I ought to be doing right now, and this is way above my pay grade - at this point, it's bunker down and wait for the Cleaners. But..."</span> Isolde grumbles, clearly uncomfortable with her own answer. After a pause, but reaches a hand up to her neck and retrieves something from her cleavage, something Mio hadn't noticed before - a large fang affixed to a simple, slender string, worn as a necklace. <span style="color:#FF6F37">"... I could be with you in spirit, I guess. But I gotta know you'll take good care of what I have to offer you, alright? You're tough, sure, but are you <i>tough?</i>"</span> the Tiger huffs, letting go of the necklace and crossing her arms, her eyes checking Mio out from toe to tip. Mio raises a brow and leans back, a little taken aback.
<br><br>
<span style="color:#E5CEF3">"You want me to prove myself? Seriously? Alright... say I'm willing to play along. How? How do you want me to do that?"</span> Mio tuts, wearing a bit of a scoff. Isolde smirks back, her competitive side flaring.
<br><br>
<span style="color:#FF6F37">"Well, first off - I need ya to go get something from my room. In the wardrobe, there's a package on the bottom shelf. About... yay big, brown box."</span> she beckons and imitates the size with her oversized hands. <span style="color:#FF6F37">"Nab it, bring it here, and then we'll talk."</span>
<br><br>
<span style="color:#E5CEF3">"The daunting trials of life as a delivery girl, ooOOooo."</span> Mio scoffs with a little shrug. She doesn't commit to it, but she could humour the Tiger. She's curious about that necklace... Isolde can see it painted on the Androids face, and remains smugly silent as her eyes flit back to focusing on the door.
<br><br>
<b>Started Quest "Earning Your Stripes."</b> Check the log for more details.
<br><br>
<</nobr>><<include "Isolde Speech">><<set $speech_passage to "Ervina Visor">><span style="color:#E5CEF3">"I like your visor, but what‘s with it?"</span> Mio inquires. Even as the words leave her lips, she finds herself dreading and hoping that the question isn't offensive: but luckily, Ervina gasps in delight and sits up from her lounging position, fists balled with excitement.
<span style="color:#fcc879">"You like it?~ It's cool, huh? A lot of people say the Gazer x11's are obsolete and outdated, but I argue that you don't need all the fancy bells and whistles newer models of scanner come with these days! Plus, I got this baby custom-made! Chromed out, colour-switch settings - even if I only use pink!~ - and a tailored fit for my head shape. I forget I have these things on all the time!"</span> Ervina exclaims, more animated than Mio's seen her since they met! So animated that her jacket is doing a terrible job of keeping her chest in check, every motion she makes also sending shockwaves through her squashed-together thighs. They even rocket up through her tentacular hair, each individual cupped tendril shaking and partially curling or unfurling as if individually alive!
<span style="color:#E5CEF3">"Ah... so you like the retro look? That's fair enough, so long as they still work."</span> Mio nods. It makes her wonder: is <i>she</i> retro? Maybe not, not with how much of her has been replaced since she was put into service. She's snapped from this question by Ervina's infectiously enthusiastic nodding - and jiggling - as she begins to point to parts of her visor, indicating circuitry beneath the plating.
<span style="color:#fcc879">"Oh for sure for sure!! It's got more vision modes than you could ever need..."</span> <b>-Boing- -Whomp- -Wobble-</b> <span style="color:#fcc879">"... absolutely killer sound output, crisp as anything, newer models skimp out on the..."</span> <b>-Jiggle- -Sway- -Wob-wob-</b> <span style="color:#fcc879">"... maximum penetration of 500 yards through solid steel..."</span> <b>-Quake- -Shudder- -Lurch-</b> <span style="color:#fcc879">"... five years running! Can you believe that?"</span>
Mio violently snaps out of her rather pointed distraction and covers her mouth, her glowing eyes flicking back up onto Ervina's face. She nods hastily and offers a friendly smile, lowering her hand - thankfully, Ervina buys it, her grin wide and happy. Mio internally sighs with relief... the hell is wrong with her?
<span style="color:#fcc879">"Need me to repeat any of that?--"</span> <span style="color:#E5CEF3">"No! Nonono-- got it all!"</span>
<span style="color:#F33898"><b>Lost 5 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 5, 1, $Player_focus_max)>>
<<include "Ervina Speech">><<set $speech_passage to "Ervina Job">><span style="color:#E5CEF3">"What do you do around here?"</span> Mio inquires to the lounging Octopus woman. Ervina takes a moment to respond - the eye of her visor swivels to acknowledge Mio, but she stretches first - arms above her head, tentacle hair unfurling, legs out straight - and then relaxes, reaching down to soothe an itch upon her huge hip.
<span style="color:#fcc879">"I'm an Engineer. I do a bit of this, a bit of that, aaaanything that needs fixing or overhauling. I mostly work down in the Engineering sector where all the vital sub-facilities that keep this place full of air and light and water and heat are stationed... y'know, keeping it full of those things instead of bein' full of void and radiation."</span> she explains with a slight yawn briefly interrupting her, the mostly nude woman at least remembering to cover her mouth with a hand... halfway through said yawn. <span style="color:#fcc879">"It's a decent job, I guess. Between you and me, I'm workin' on automating it as much as I can. Drones, baby; they be the future... today!~"</span> she snickers before stretching again, frowning as she tries to pop her back. It doesn't work, and instead just makes her chest wobble an awfully distracting amount - nevertheless, Mio pushes ahead boobly-- erm, boldly.
<span style="color:#E5CEF3">"So, that means you have a card to get through the Engineering checkpoint, right? Could I borrow it? I'd be able to finish my mission in no time."</span> Mio requests, a measure of relief washing over her! She leans forward with her hands balled into loose fists and raised, eyes wide and hopeful. Unfortunately, Ervina winces and sucks air through her teeth. Sharp teeth, at that.
<span style="color:#fcc879">"Ooooh... sorry Hun, but nah. I mean, I do have a card!... did!... but it was in my pants, and I ain't have a clue where those dang things ended up! But, y'know, if you find 'em, you're welcome to the card. Just the card, though. Can't miss 'em, either - you'd recognize 'em if you saw 'em."</span> she snorts, giving her elevated hip a -SMACK- with the hand on that same side. Yet more distracting jiggling follows, and Mio just sighs with a shake of her head, feeling the frustrating sting that always seems to follow moments of hope for her. It soon fades when her mind turns to the projected image in her head of what those pants must look like to contain Ervina's lower body... truly, they must be tremendous in size.
<<include "Ervina Speech">><<set $speech_passage to "Ervina Hydration">><span style="color:#E5CEF3">"Are you keeping hydrated?"</span> Mio inquires, eyes flicking down and up Ervina's form. Her azure hide seems to be decently slick and shiny, but for an Aquatic, it's a question worth asking. Ervina seems fairly unbothered by both the question and the dilemma, for she merely scratches her hip and shrugs.
<span style="color:#fcc879">"Oh, it's fiiiiine. There's a water cooler in here. I only need dousing sparingly, I can get most of my hydration by just drinking it. Granted, the supply in this part of the facility is its own temporary reservoir, so it won't last forever. But we're not gunna be stuck in here long enough for that to matter!"</span>
<span style="color:#fcc879">"... Hopefully."</span> she adds with a twist of her lips, the eye of her visor swivelling off to the side as she ponders the possibility. But she soon shrugs again and waves it off. Mio shakes her head, but Ervina probably knows her situation better than she does!
<<include "Ervina Speech">><<set $speech_passage to "Ervina Vent">><<set $MERCA_Vent to 2>><span style="color:#E5CEF3">"You're a technician, right? Dizz is trying to provide me with a safe route from here to my base of operations, but can't override that vent."</span> Mio explains, pointing down to the narrow grate by the sofa upon which Ervina is splayed. The lazy Invari pauses for a moment then twists awkwardly to get a look at it, refusing to get up. She can just about get the angle to examine the cover, doing so for a few seconds before turning back to Mio.
<span style="color:#fcc879">"Can't you just, y'know, move your base of operations here?"</span> she asks with a needlessly downtrodden tone of voice, as though she might cry 'woe is me!' at the mere concept of having to stand up and do technician work. Mio finds herself somewhat bewildered, blinking and hesitating before she speaks.
<span style="color:#E5CEF3">"I would have to move a very large hunk of metal out of the floor and drag it here, so, no. It has repair facilities onboard that I can't match here."</span> the Android insists, crossing her arms with a quirked brow as Ervina merely pouts, grumbles... and then, finally, tortuously, stands. With her hands planted firmly upon her remarkable hips, the tentacle-haired layabout takes the two steps it takes to reach the vent, stares at it for a moment... and then kicks the top-right corner with the side of her heel.
At once, it pops open.
Mio's mouth falls slightly open in surprise, and she stands stunned as Ervina collapses back into her seat with a loud huff. By the time the synthetic warrior has recovered from the shock of how incredibly easy that was, the Octopus has settled back into her favoured position.
<span style="color:#fcc879">"UUuuuuUUuuUUUuuuugh, there, haaaAAaappy?"</span> she groans, voice pitiable and oppressed. Mio takes another moment, then lets out a disbelieving little chuckle, genuinely unsure if Ervina is joking or not.
<span style="color:#E5CEF3">"Satisfied. Thank you."</span>
<b>The shortcut to the Storage Module is now accessible!</b> <b>'I Need To Vent'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<<include "Ervina Speech">><<nobr>><<set $speech_passage to "Ervina Quest2">><<set $MS_Calibrations_My_Dear to 3>>
<<set $Key_Remove to "Busted Drone">>
<<set $Key_Remove_Position to $Busted_Drone_Position>>
<<include "Remove Key Item">>
<<set $Busted_Drone_Position to 0>>
<<set $Busted_Drone_Location to "no">>
Mio presents the broken-down Drone to Ervina, who gives a mighty groan!... and then sits up from her lounging position, dragging a cushion from the sofa onto her lap to form the shittiest, most unstable workspace possible. As she takes the little robot shell from the Android, Mio can't help but comment on that.
<br><br>
<span style="color:#E5CEF3">"You are aware that there's a workbench downstairs, yes?"</span> Mio inquires, leaning forwards with her arms crossed. A slight grimace - there was still slime on her hands from the drone... ew. Ervina's visor eye swivels up to glare at Mio as she rests the front face-down on her cushion.
<br><br>
<span style="color:#fcc879">"Me and stairs aren't on speaking terms."</span> she says simply, ignoring the fact that this is an insane thing for a woman with thighs that could crush Mio's armoured head with ease to say. Before Mio can insist on the matter by bringing up her lack of tools, Ervina reaches up to the cap of her visor over her right ear and presses the base down, a small card popping out from it - around the size of a credstick. She pulls it free from that little storage box and unfolds it, revealing it to be a discrete case for a variety of miniaturized tools, some of which themselves fold for further compact storage. Mio is a little impressed - it looks like a fairly expensive little kit.
<br><br>
Ervina quickly gets the back hatch of the Drone's central torso unit unscrewed and begins to poke around inside, her visor's eye reacting to the occasional spark and sometimes thinning to a narrow point whenever she zooms in on a delicate or fiddly component. Without looking up, she speaks again.
<br><br>
<span style="color:#fcc879">"This won't take long. In the meantime, I've pushed some auth codes to you wirelessly. Go upload 'em on the security office's terminals - these drones don't have their own power sources, so we'll need to tap into the facility's wireless power transfer, which means re-authorizing this little guy."</span> Ervina explains without pausing her work for even a second. Mio, however, deadpans - then plants a palm upon her face in frustration.
<br><br>
<span style="color:#E5CEF3">"Why didn't you tell me earlier? I could've made one trip!"</span> she protests in frustration, glaring through her splayed fingers. Ervina shrugs unhelpfully, tap-tapping away at something that sparks inside the Drone.
<br><br>
<span style="color:#fcc879">"Do I really need to go over the whole 'got my brains fucked out' thing?"</span> she snorts, even though she seemed more than fine in the aftermath when Mio found her. The Synthetic sighs but drops it. Fine.
<br><br>
<span style="color:#D891EB">"I hope it isn't too much hassle, Miss Mio! I'm... pretty excited, honestly! I've always wondered what having a body would feel like."</span> B4B3 chimes in, sounding a little anxious but mostly excited. As Mio watches the work unfold, she scoffs fondly. Fine, fine. That's motivation enough.
<br><br>
<</nobr>><<include "Ervina Speech">><<nobr>><<set $speech_passage to "Ervina Quest1">><<set $MS_Calibrations_My_Dear to 2>>
<span style="color:#E5CEF3">"-- Yes, <i>yes,</i> I'm asking her, B4B3! Ugh. What was the offer you mentioned earlier?"</span> Mio asks, cocking a hip and crossing her arms. Ervina glances up from her seat and grins mischievously.
<br><br>
<span style="color:#fcc879">"Ohhh, yeah. You're gunna love this, trust. Here's the deal - this facility is meant to have security drones, but this outbreak seems to have broken whatever's controlling them. However... I happen to have one of the older models sitting on my desk back in my room right now. It was getting tossed out - simple, pretty mindless things, y'dig - so I decided to try my hand at cleaning it up and repairing it. As part of the protocol of throwing these things away, it had its programming wiped first. so, I'm reprogramming it to be my personal assistant. But!... your lil' support unit sounds nice, and I'm bored. Here's the deal: I think that with a little bit of elbow grease, I could get it functioning again for your lil' friend to borrow."</span> Ervina explains, occasionally gesticulating with her hand. Not very energetically, though. Mio raises her brows, considering this. Giving B4B3 a physical presence could be handy, especially if the drone is equipped for combat...
<br><br>
Of course, it isn't just her decision to make. B4B3 has her input too, and it is as follows:
<br><br>
<span style="color:#D891EB">"OoooOOOOO!!! Can we?? Can we can we can we can we can we--"</span>
<br><br>
Mio winces and whacks the side of her head, shutting B4B3 up with a squeaked little <span style="color:#D891EB">'sorry'.</span> She's made her mind up, though. <span style="color:#E5CEF3">"Alright, I'm interested. So's B4B3. You said it's sitting on your desk?"</span> Mio verifies, glancing off to the door out of the Safe Room. Ervina nods, then stifles a yawn. <span style="color:#E5CEF3">"... Y'know, you could've mentioned that earlier, maybe saved me a trip."</span>
<br><br>
<span style="color:#fcc879">"Y'know, that's a fair point, but consider: I'd just got done getting slamfucked by a sex Monster for so many hours that I lost count. Go easy, jeez."</span> Ervina tuts admonishingly, to which Mio has no real response!
<br><br>
<<if $MS_Drone_Body is 1>>It dawns on Mio that she's <b>already found the broken drone</b> Ervina is referring to... But maybe it's best not to admit she just stole a random thing from her room without asking!<br><br><</if>>
<</nobr>><<include "Ervina Speech">><<set $speech_passage to "Blankenship Research">><span style="color:#E5CEF3">"How's your research going?"</span> Mio inquires, more to be polite than out of genuine curiosity: Blankenship's realm of magic is far beyond the Synthetic's fields of knowledge and interest alike. Intentions aside, Blankenship offers a smile - albeit one with slightly lidded eyes.
<span style="color:#5DB8DE">"The extensive and unplanned tentacle massaging kidnap experience besides? Well enough. I did, at the very least, have a good view out onto the surface of this moon from my room. I shall require some time in an observation shuttle to confirm some suspicions, however... or perhaps even some time out upon its surface by foot."</span> she muses, tapping her chin and looking up and off to the side of Mio in thought.
<span style="color:#E5CEF3">"Do you mind if I ask what those suspicions are? Or... what you're researching, for that matter?"</span> Mio asks with an uncertain edge in her usually droning tone.
<span style="color:#5DB8DE">"Oh: Leylines. I specialize in them. I suspect you're unfamiliar... consider them to be like the veins of magic - when a practitioner of magic stands near or upon one, their capabilities are enhanced. Similarly, Leylines can be created via exceptionally powerful magics being performed: this creates a node and, over time, lines stretch out like roots to connect these nodes. Not every celestial body has them... but a number do, and all of them point to magical events having taken place there at some point in history. I theorize that Vi-16 may be one such location... albeit dimly, perhaps faded with extreme age."</span> she explains at a brisk pace, speaking at a reasonable pace but with unreasonable lung capacity, hardly pausing between sentences. Mio is able to follow it easily enough, however, and she casts a gaze out through the massive bay window to the West.
Vi-16 stares back at her, dead and empty. The Android shudders slightly, but she cannot explain why.
<<include "Blankenship Speech">><<set $speech_passage to "Blankenship Presence">><span style="color:#E5CEF3">"What brought you to this facility, anyway?"</span> Mio inquires, taking a look around the upper deck of the safe room with her hands on her hips. Blankenship briefly tracks the Android's aimless gaze before she crosses one leg over the other, resting her hands on her raised knee.
<span style="color:#5DB8DE">"Convenience, mostly. I desire to investigate some aspects of this moon, the organization I represent - the Techromancers - desires to know more about TentaCo's advancements in flash-cloning and rapid mutagenic gestation, and TentaCo desired for someone knowledgeable in the magic arts to provide feedback on some of their creations. So, here I am."</span> she explains. It's a succinct and reasonable explanation, and so Mio sees no need to push the questioning any further. She simply nods, placing a hand upon her chest in a polite bow of thanks. Something does occur to her, however, and she rises back up straight.
<span style="color:#E5CEF3">"Your change of tenses... TentaCo 'desired' for this consultation? Is it complete already?"</span> Mio asks. Blankenship smiles, impressed by the attention to detail.
<span style="color:#5DB8DE">"Oh, yes. I completed it while I was in the clutches of that monster, actually. After that, I decided to provide additional observations and notes regarding that specific model... given my increasingly intimate familiarity with it."</span> she adds with a little two-note laugh, covering her mouth with her hand. Mio smiles awkwardly in return.
<<include "Blankenship Speech">><<set $speech_passage to "Blankenship Magic">><span style="color:#E5CEF3">"Can any of your magic help here?"</span> Mio asks, allowing a hint of optimism to grace both her voice and face. The way Blankenship purses her lips to one side in response, however, makes the Android lapse back into her usually impassive, doll-like mask.
<span style="color:#5DB8DE">"Under normal circumstances, perhaps... After all, my spells - even the woefully complex ones - are safely stored in a memory-crystal implant."</span> she explains, tap-tapping her head just above her left pointed ear with a single finger - Mio takes a moment to admire that immaculate nail polish before nodding, tearing her attention back to the topic at hand. <span style="color:#5DB8DE">"But... that would require me to expend some of my Glow, of course. And I'm... somewhat running on empty."</span> she mutters, glancing off to the side. Mio frowns. That's easily remedied... all she needs is an infusion from a suitable Glow Crystal. Sensing there must be more to it, she allows Blankenship to explain further.
<span style="color:#5DB8DE">"That bothersome creature that had me in its grasp has magic incorporated into its design. The... 'enhancing' effect it's 'bestowed' upon me-"</span> she mutters, glaring daggers down at her corset-defying chest - <span style="color:#5DB8DE">"Is the result of an enchantment, using Glow as fuel, so to speak. It is still in effect."</span> she sighs, fixing Mio with a pointed stare. <span style="color:#5DB8DE">"Thus, until I am provided with either time or a countercurse, I have a problem. If I may be blunt about it?"</span> she inquires, one brow slightly raised, eyes burrowing into Mio to gauge her reaction.
<span style="color:#E5CEF3">"You may, yes."</span> the Synthetic replies, and Blankenship nods with a sigh before shaking her head.
<span style="color:#5DB8DE">"I attempted to refresh myself shortly after I arrived at this safe area - I have my own stash of Glow Crystals, of course. The moment I broke into one and imbibed it, I just about came on the spot and nearly fell over from my knees knocking together like hammers!"</span> she exclaims, pointing with a single finger at her chest, lip slightly turned up in a scowl - immaculate pearly teeth, Mio notes. <span style="color:#5DB8DE">"The enchantment gladly intercepted every last drop of it, and I suspect it may have lengthened its lifespan. In short... my blasted bosom is sponging it all up."</span> the Elf groans, prodding at her right breast - gently - with a melodramatic pout.
A powerful mage, defeated by her own chest. Mio can see why she didn't bring it up until questioned...
<span style="color:#E5CEF3">"Fret not, I'm sure I'll manage. You should rest."</span> she insists with a small smile, to which Blankenship gives an appreciative nod.
<<include "Blankenship Speech">><<set $speech_passage to "Blankenship About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, to which Blankenship tilts her head, light catching upon her spectacles as she peers over them.
<span style="color:#5DB8DE">"Oh? What an excitingly broad question~."</span> the Elf purrs with a gentle little laugh. <span style="color:#5DB8DE">"I've been around for quite some time, you know. We could be here all night... and you have a job to do, no? Thus, I will make all good efforts to be succinct."</span> she nods, tapping her fingers together as she ponders upon where to begin. Mio nods back, but has a sudden and horrible feeling that Blankenship's 'best' may not be good enough: she begins to wonder if she should retreat while she can, make an excuse and--
<span style="color:#5DB8DE">"I was born under the Domes, though not too long before they fell. As a result, I've lived through some quite exciting times! The Unifaecation of Terra, the challenges that came with such wildly different cultures meeting and mingling and co-existing. T'was for that very reason that I joined the Techromancers: they desired to extend a branch to what they saw as an exciting new field of science - magic - and myself and those like me desired to bring the disparate halves of our world closer together."</span> she begins, sighing in happy reminiscence, chin resting on the back of her hand. <span style="color:#5DB8DE">"I learned and taught in equal measure, and soon found myself rising through the ranks of the Coven to which I was assigned - a mixed group of Pyksielanders and Mundanities, if you don't mind a somewhat outdated term. Just as this began to lose its novelty to me, however: surprise! First contact, all of the stars above opening to me and my kindred spirits... oh, and that war business."</span>
Mio blinks, nodding. The history is moving at a brisk enough pace, though she can't help but notice that as Blankenship grows more enthused in her lecturing, the Elf becomes far more animated - sweeping arms, jabbing fingers at invisible charts and timelines... all of it serving to send her unguarded chest wobbling and swaying in regrettably enticing ways.
<span style="color:#5DB8DE">"Of course, as you likely know, Terra was contacted with the explicit intention of mass recruitment into the faltering Galactic Militia - a massive population of hardy, wound-regenerating and diversely-skilled people is hard to turn down in a crisis. In return, we were given such enticing technological gifts! Imagine, if you can, how exciting it was for my organization: technology leapt forward by almost a century in a mere month! Not to downplay the cost of that war, of course, nor..."</span>
Mio gulps, her eyes whirring softly as they track left, right, up... cross slightly, left again, right again. Try as she might, her ability to focus on Blankenship's lecture is slipping by the moment. She's never thought of herself as a perverted person, but perhaps even stones can bleed when put under enough pressure. The Professor's chest seems to have a mind of its own, outright quaking by this point, the sash she's been using to cover her nipples having failed in that task a good few minutes ago. Further minutes now slide by.
<span style="color:#5DB8DE">"... Around this time that my Coven was given a personal audience with..."</span> <i>- Wobble, jiggle, teeter...</i> <span style="color:#5DB8DE">"... yes, indeed, a most challenging occasion..."</span> <i>Bounce! Judder, sway...</i> <span style="color:#5DB8DE">"... which I'd consider a highlight, albeit not without some things I would have done differently, in hindsight..."</span> <i>- Quiver, lurch! -Smack-.</i> <span style="color:#5DB8DE">"... Such troublesome girls, though I suppose I can't really hold it against them, Mio... Mio?..."</span> <i>Rise, bounce, bounce, swell?!--</i>
<span style="color:#E5CEF3">"Mmph?!--"</span> Mio splutters, suddenly finding herself intimately familiar with the distraction at hand! She finds her face buried firmly in the Professor's bosom, held there by a firm hand on the back of her head! She shakes and pushes back, and Blankenship immediately releases her... hands gravitating towards her hips, towering over the Android with a raised brow and an admonishing look on her face.
<span style="color:#5DB8DE">"Really, now! I would've thought a Synthetic would have a better attention span! Were you a student of mine, Mio..."</span> she remarks, turning on her heel dramatically... and shifting her head to gaze over her shoulder with a dangerous, demure smirk... <span style="color:#5DB8DE">"... I would have you over my knee for such insolence. Pay better attention next time, understood?"</span> she demands, before strutting back to her seat and sitting down once more, smoothing out her skirt as she does so.
Mio rubs her cheeks, swearing she can still feel intense heat upon them. The Professor's chest was almost as mesmerizing from <i>behind,</i> in fleeting glimpses timed with her swaying steps. <span style="color:#E5CEF3">"Y-yes, apologies..."</span> she grumbles, shock giving way to embarrassment... and a strangely persistent warmth.
<span style="color:#F33898"><b>Lost 10 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 10, 1, $Player_focus_max)>>
<<include "Blankenship Speech">><<set $speech_passage to "Blankenship Outfit">><span style="color:#E5CEF3">"Your outfit is... odd, for a scientist."</span> Mio remarks, giving the witchy Professor a look up and down for emphasis - though she finds it hard to decide where to place her eyes afterwards, what with her impressive chest so fully on display. Blankenship glances down at herself and, with a slight purse of her lips, adjusts the shawl doing its best to cover the peak of each breast.
<<nobr>><<if $Player_outfit is "star-slave bikini" or $PLayer_outfit is "underwear">><span style="color:#5DB8DE">"... Are you really sure you're in a position to be making that remark, young Droid?"</span> she retorts with a stifled smirk, curling the fingers of her right hand to graze and cover her mouth 'politely'. Mio startles slightly, apparently having forgotten the state of her own outfit...
<br><br>
<span style="color:#E5CEF3">"It's for a!-- ugh..."</span> she huffs, crossing her arms defensively over her chest, unable to hide her embarrassment. Blankenship laughs softly - almost more a lilting 'hum' than a giggle - and shakes her head, leaning back in her seat to look down at her blue-hued outfit.
<br><br>
<<else>>
<span style="color:#5DB8DE">"Just when I was beginning to forget the current situation of my wardrobe... Thank you, dear Droid, for the timely reminder."</span> she tuts admonishingly. Mio blinks, then attempts an apologetic smile, unsure if she's pulling it off or not.
<br><br>
<span style="color:#E5CEF3">"Apologies, that was not my intention. I'm just curious... I hear 'Professor' and my core conjures up images of lab coats, not silk sashes and pointed hats."</span> Mio explains, finally deciding to settle her eyes on the hat. It's a nice hat, yes, but ever so jaunty for a research environment. Blankenship tilts her head a little, leaning back and motioning to her outfit with a free hand.
<br><br>
<</if>>
<</nobr>><span style="color:#5DB8DE">"Are you unfamiliar with the Techromancers? I suppose we <i>are</i> rather far beyond the reach of the inner worlds. The history of this uniform is storied, perhaps even comedic... but some traditions refuse to die. That besides, I think I carry it rather well."</span> the Elf explains, glancing up from herself to meet Mio's eyes with a demure smirk. The Android pauses, then nods: hard to say otherwise. This earns a light chuckle from the Professor, but she can see that the Synthetic's curiosity is yet unsated.
<span style="color:#5DB8DE">"When this faction was first formed, it was quickly decided that it should gather around a common symbol - a badge, perhaps, or a uniform. Manufacturing capabilities being what they were at the time, it fell to those hunting for one such an appropriate symbol to make do with what could be found in the bones of the old world. A scouting group uncovered a warehouse full of curious outfits of the old world - believed to be used in the celebration of a defunct holy day. Packaged in their thousands, the garments were of low quality, lacked in variation, and more often than not offered frankly feeble coverage of one's... assets, but for want of a better option: the aspect of the Witch became their uniform."</span> she explains, adjusting her outfit here and there - mostly smoothing out the sheer open-front robe that trails down from beneath her corset. <span style="color:#5DB8DE">"It wasn't long before they achieved the ability to make their own fabrics and outfits, but the template stuck, albeit with variations galore."</span>
<span style="color:#E5CEF3">"So they're not all quite so... extravagant?"</span> Mio asks, motioning vaguely with her right hand. Blankenship nods.
<span style="color:#5DB8DE">"While often personalized, as mine is, Techromancer uniforms are suited to the tasks carried out by their wearers. Someone working with caustic chemicals, for example, naturally won't be showing any skin and will cut down on loose fabrics to prevent anything from catching on delicate equipment. I know one such researcher whose hat can, in the blink of an eye, drop a shield down from its circumference like an all-body umbrella to protect him from sudden spills."</span> she remarks with a smile, glancing aside for a moment. Her gaze drifts back to Mio, heading off the obvious followup question. <span style="color:#E5CEF3">"As for myself... I am something of an ambassador, and it's exceedingly rare that I work with any biological or chemical samples. My primary field is Magic - with some dabbling in Physics - so I hardly need to cover up! Having said that... oh, I do hope this passes soon..."</span> she grumbles, frowning in distaste at her unruly cup sizes. Mio bites her tongue - literally - and elects not to say anything, complimentary or otherwise. She merely nods in thanks for the explanation. Blankenship glances up, catches the nod, and then smiles with just a hint of mischief.
<span style="color:#5DB8DE">"Of course, my outfit has a trick or two up its sleeves, too."</span> she purrs, pulling off her fancy spectacles, folding the chain, and then gently stowing them up the extravagant sleeve of her right arm. Mio blinks, not sure where this is going... until Blankenship reaches into her cleavage with a delicate pinch of finger and thumb, pulling the very same spectacles from between her breasts! She gives them a quick breath and polish for each lens, then sits them back upon her nose, grinning. <span style="color:#E5CEF3">"Never in need of pockets... nor do I need to remember the right one."</span> she winks, sharing in Mio's disbelieving little chuckle in response.
<<include "Blankenship Speech">><<set $speech_passage to "Jii'Kii Career">><span style="color:#E5CEF3">"Do you enjoy your job?"</span> Mio asks, somewhat hesitating with the question, but curiosity seeing it through to completion. Jii'Kii raises one of her fuzzy eyebrows and barks out a cruel little laugh, covering her mouth with the back of her organic hand.
<span style="color:#77EFBF">"What the fuck? Why, thinking of a career change, fuckbot?"</span> the Sneerz demands, the evil smirk of a trained interrogator worn proudly on her lips as she pushes off from the wall and circles Mio like a shark. The Android frowns, raising her arms slightly in a reflexive, defensive motion.
<span style="color:#E5CEF3">"That's not why I'm asking-"</span>
<span style="color:#77EFBF">"Sure it isn't. Stand still, I'm examining the goods. Fuckin' Synthetics... you can just get everything sculpted, huh? Like <i>this</i> fine flesh-fruit you've got back here."</span> Jii'Kii remarks... before her augmented arm swings in under-handedly to grab a firm handful of Mio's rear, shocking a quick <span style="color:#E5CEF3">'Oh?!'</span> from the Android. Jii'Kii lets go almost immediately, but the -clap- of impact replays in Mio's head like the buzzing of a fly... She turns on an armoured heel and glares at the alien, who tilts her head and bares her sharp teeth in response.
<span style="color:#E5CEF3">"Apologize."</span> Mio orders, blinking immediately afterwards. What is this... rush in her chest? She only ever feels like this when talking to her piece-of-shit owner, usually. Is this rage? Indignance? She hates it, but she cannot deny the... drive, it gives her. Jii'Kii smirks knowingly, tilting her head up and back, baring her slender neck.
<span style="color:#77EFBF">"Thaaat's it... That's the face that people love to fuck. That face that people love to <i>see</i> fucked. A girl standing up for her pride. But do you think you can keep it after hours of getting passed around like a sweatrag, fuckbot? Think you can deny them the panting tongue, the crossed eyes they so desperately crave?... <i>That</i>, that right there, that's the fuckin' challenge. That's what I live for. To take everything some overconfident <b>pondscum</b> can give me... and spit it right back in their faces, ignoring the demands for a sequel shoot until I've let 'em stew in their failure long enough. And if they succeed? Well, shit, maybe I've found someone worth my fuckin' time after all."</span> the alien purrs like a low-revving chainsaw, a glint of emotions Mio cannot even comprehend playing through her bright, solid-tone eyes. Despite herself, Mio swallows, not fully grasping why she does so. Jii'Kii lingers on the point for a moment more... and then retreats to her spot against the wall, a hip-tilting strut in her step.
<span style="color:#77EFBF">"So yeah, you little spunk-socket, I love my fuckin' job. I love meetin' people worth my time, and making all the ones that ain't feel like they lost a war even if they won the battle. So I ask again... <i>Why?</i> You interested?"</span> she demands to know, crossing her arms over her slender chest, framed by her iconic pilot's suit. Mio closes her eyes and calms herself, that awful, red-hot sensation slowly smouldering away.
<span style="color:#E5CEF3">"... Hard to say."</span> she eventually replies, opening her eyes and tilting her head back to gaze back at Jii'Kii. She stares right back like the abyss she is. The standoff ends with a brief flicker of the lights and some swearing from Dizz above - she must have tripped something. Both women turn away at that moment, and neither claims verbal victory.
<<include "Jii'Kii Speech">><<set $speech_passage to "Jii'Kii Agitation">><span style="color:#E5CEF3">"Why are you so agitated?"</span> Mio asks, bluntly. Jii'Kii glares at her with the sort of contempt usually reserved for the stupidest being in the entire Galaxy, and it's a look so intense that Mio almost believes, just for a moment, that she is.
<span style="color:#77EFBF">"Why am-- Why am I so <i>agitated?</i> Hey, counter-question: what percentage of your intelligence banks are devoted to blowjob techniques? I bet it's double digits at least."</span> she scowls, lip curling up to bare her teeth as she glances off to the side, Mio's deadpan giving her no fuel to work with. <span style="color:#77EFBF">"I'm ''agitated'', Miss Bimbot, because I've got a full fuckin' plate of work - and this little vacation is costing me big time. I've blown right past the appointment dates for two shoots, an ad, and an interview with Starline Media Co. I was supposed to be here for three hours, tops - then zip, offa this rock."</span> she gestures with a harshly jerked thumb, grinding her heel into the ground as if it were the surface of Vi-16 and not some questionably-installed carpet. Mio contemplates this with a hand clasping her chin.
<span style="color:#E5CEF3">"... You don't get to just sit around much, do you? It's pretty obvious. TentaCo is almost certainly going to comp you big-time for this incident, so why not enjoy the break while it lasts?"</span> the Synthetic suggests, capping it off with a shrug. Jii'Kii's patented 'stupidest being in the Galaxy' glare returns.
<span style="color:#77EFBF">"I'm only as good as my last job, you stupid bolt-bucket. I!-... hrmm... could probably turn this to my advantage... maybe pitch a full-length feature along this whole 'overrun facility' concept..."</span> she mutters, fury faltering and tone lowering as she begins to mull over the possibilities, head tilting down. After a while, however, her eyes shoot back up to point to Mio, a sardonic grin spreading on her face.
<span style="color:#77EFBF">"Probably need a good co-star to fill that kinda time, though. People want variety with feature-length smut. What better than a gal with experience, hmm? What do you say, jizz-trap? Fancy a shot at the big leagues?"</span> the Sneerz, well, sneers, hooking a finger into the cleavage of her piloting suit and sticking her long, forked tongue out with a mocking wink. Mio bristles slightly, then huffs, looking off to the side.
<span style="color:#E5CEF3">"I think one helping of this experience is enough for a lifetime, don't you?"</span> she retorts. Jii'Kii snickers cruelly and goes back to leaning on her wall, still staring at Mio with that predatory tilt of her head.
<<include "Jii'Kii Speech">><<set $speech_passage to "Jii'Kii About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio asks, keeping herself a fair distance out of the aggressive Sneerz' bubble. Jii'Kii regards Mio as though she were something rotting on the side of a road.
<span style="color:#77EFBF">"... No? Fuck off. Why?"</span> she hisses, her off-guard reaction to the question seemingly genuine, perhaps torn between her desire to annoy Mio versus her desire to wax vainly about her superiority. Mio figures this out easily enough and simply smiles in response: this annoys Jii'Kii further, and the alien puffs out her cheeks and attempts to recover with a trademark sneer.
<span style="color:#77EFBF">"Very well. I am Jii'Kii of Exile Fleet Nine. I served with distinction under the combined Mercenary Swarm of my home fleet, going where and when I was needed. Once my standard decade of mandatory service was concluded, I was presented with... options."</span> she trails off, tapping her chin with a finger from her prosthetic arm before she sweeps a hand down her figure, making sure to emphasize the swell of her hip. <span style="color:#77EFBF">"It can't have escaped your notice that I am a <i>particularly</i> well-grown example of my kind, and I decided to use that to my advantage. My experience in the field gives me a vital edge over my acting competition: authenticity. I know my lingo. I know the emotions that battle, interrogation - on one side or the other - and narrow survival can bring boiling to the surface."</span> she speaks without a hint of humility, her pride in herself etched upon every cell in her face... until her expression grows dark.
<span style="color:#77EFBF">"But despite my obvious superiority - and what an obviously exceptional leading heroine I would make! - the only parts I could ever land were... <i>predictable.</i> Eventually, there seemed little point in denying where the credits were plentiful. If this wretched Galaxy so desires to witness my immaculate body desecrated by its most repugnant species, so be it: I envision their frustrations that they themselves will never have me, and oh, how that spite gives me energy."</span> the Sneerz sighs happily - almost psychotically, Mio notes to herself.<span style="color:#77EFBF">"And as my star rose, so did the grovellers. Directors who didn't give my auditions even a glance! Hang them all, and let them join the sea of people who spend every night wishing they were at my side."</span>
<span style="color:#77EFBF">"You want to know who I am, Android? I'm Jii'Kii, the hottest fucking pornstar in this wretched abyss of a Galaxy. Does that answer your insipid question?"</span> she barks as she plants her hands on her hips, chest thrust forward, antennae twitching with a strange air of triumph. Mio deadpans for a moment, then shrugs.
<span style="color:#E5CEF3">"I guess."</span> she replies simply, knowing how much it'll infuriate Jii'Kii. True enough, the alien's scowl could melt through a starship's hull, shields and all. Mio takes great pleasure in countering with a serene smile.
<<include "Jii'Kii Speech">><<set $speech_passage to "Jii'Kii Arm">><span style="color:#E5CEF3">"Do you have any trouble maintaining that arm of yours?"</span> Mio inquires, her glowing eyes fixed upon the mechanical limb. Or... biomechanical? It's hard to tell - beneath the sleek curves in imitation of toned anatomy lie bundled fibers that flex and pull and tighten with every little motion Jii'Kii makes: for a moment, Mio ponders their vulnerability until she realizes that the gaps in the alloy are fine, transparent shielding. This truth is revealed when light from above catches upon one of the windows, glaring off of its polished surface. Jii'Kii gives the Synthetic her customary glare, then shrugs - the limb connects from her shoulder, giving her an ever-so-slightly imbalanced profile due to the slender pauldron that houses the arm's power pack.
<span style="color:#77EFBF">"Do I look like a helpless charity case? I take perfect care of this arm, as I would with any technology of my people. 'Tis practically instinct: we are born with the knowledge. Take care of your technology, and it, in turn, will take care of you."</span> she huffs, raising her arm up towards the ceiling, flexing each finger in turn starting from her thumb. Mio watches different sections of the artificial muscle-cord within pull and slacken in response to each flex. <span style="color:#77EFBF">"... I find that a particularly <i>vexxing</i> question when it's spouted by a cobbled-together toaster like you."</span> the alien growls, tearing her gaze away from the perfection of her arm to instead glare at Mio, eyes burning bright. This, apparently, is something of a sore spot.
<span style="color:#E5CEF3">"I don't exactly get a choice in how I look. I woke up in this fucking torso a few hours ago."</span> Mio retorts with a grunt. She hadn't meant to reply quite so aggressively, and she briefly ponders why Jii'Kii's insults get such a rise out of her... but, Jii'Kii, on the other hand, seems to almost admire the show of spine - mechanical or otherwise. Her glare softens into a shark-like grin.
<span style="color:#77EFBF">"Hah! What, not used to the weight of those tits, you glorified blow-up-doll? Pft. Still... I suppose you're making do with what little you have, and that's something to be!... oh, perhaps not quite <i>admired</i>, hmm-- Oh! Congratulated! That's the word."</span> the mean alien breaks into an almost shrill titter, an impish laugh more at home on a playground than in a civilized conversation. Mio sighs with a shrug and shakes her head, seeing no reason to continue it.
<<include "Jii'Kii Speech">><<set $speech_passage to "Jii'Kii Quest1">><<set $MS_Jii_Case to 1>><span style="color:#E5CEF3">"In the security office, there's a secure storage box made out of similar materials to your arm. Am I to assume that it belongs to you?"</span> Mio inquires, bracing herself for an inevitably sarcastic response. Jii'Kii, never one to disappoint, delivers.
<span style="color:#77EFBF">"Holy shit, really taxed the ol' CPU on that one, didja? No shit it's mine. What of it?"</span> the Sneerz- well, sneers. Mio inwardly sighs, but attempts to maintain a diplomatic expression and tone.
<span style="color:#E5CEF3">"I was wondering what's inside of it. Given its location, I assume it's something the security staff weren't happy with you having onboard the facility, which narrows it down to something incredibly narcotic, or something weaponized."</span> the Android elaborates. She's pleased to have hit the nail on the head, judging by Jii'Kii's side-off glance away and huff.
<span style="color:#77EFBF">"The scared little dogs they call 'security' here weren't willing to let me keep my gun with me. I suppose it's only natural for the inferiors to be shocked into awed terror by the mere sight of an authentic Sneerz DEFF Ray, though."</span> the alien gives a sly, smug grin. It's insufferable, but it's not without cause. Mio's well-acquainted with Sneerztek weaponry: many of the resources required to make them are a lost secret, making surviving examples valuable. More than this antique value, however, they're extremely powerful for their size, weight and upkeep.
Something like that could be useful... Mio purses her lips, weighing up what to say. Jii'Kii stares at her, clearly ready to deny any request no matter how sensible.
<span style="color:#E5CEF3">"I don't suppose, given the circumstances, you could let me borrow i--"</span>
<span style="color:#77EFBF">"Piss off, fuckbot."</span>
Well, that was unequivocal. Mio isn't quite ready to give up yet, though. Given time, she could probably think of a sound, <b>diplomatic</b> argument... or, there's always the tried and true method of getting a Sneerz to cooperate: disgusting amounts of flattery, perhaps some <b>scientifically accurate</b> swooning over the device in question.
<b>Started Quest 'Zip Zap Contraband'. Check log for more details.</b>
<<include "Jii'Kii Speech">><<nobr>><<set $speech_passage to "Jii'Kii Quest2 Science">>
<<if $Player_skill_science_actual gte 4>>
<span style="color:#E5CEF3">"You know, it would be quite an honour to try out an authentic DEFF Ray. The specs almost defy belief, especially considering the age of the weapon. How did your people achieve such a massive power output from such a small core?"</span> Mio inquires with a tilt of her head, keeping her tone juuuust on the right edge of 'awestruck'. It's an act, of course, but...
<br><br>
<span style="color:#77EFBF">"Hmph!~ Wouldn't you like to know. It's advanced spatial manipulation that would make smoke pour out of your ears if I tried to explain it to you, machine."</span> Jii'Kii huffs smugly, her stance relaxing from defensive to confident in the blink of an eye - she's even gesticulating with her synthetic arm. Mio presses the advantage!
<br><br>
<span style="color:#E5CEF3">"Spatial manipulation? Ah, I think I understand. Am I to take is that the core is significantly larger than the weapon's size would suggest? Mass displaced into subspace, perhaps? That would explain a lot else, such as the shockingly light weight. I noticed that storage box is rather heavy, by contrast: is that a security feature to prevent theft? Simply deactivating the mass-displacement to make it heavier?"</span> Mio spitballs her theories, hiding the delight from her face when Jii'Kii blinks at her in surprise, briefly taken aback. The Sneerz quickly recovers, of course, putting a hand over her mouth and glancing off to the side.
<br><br>
<span style="color:#77EFBF">"... I'll confess that you might not be as stupid as you look, toaster. Hrrrm... fine. It's clear that you possess the minimum level of intelligence required to properly wield and care for my weapon... but you're only borrowing it, understood? If anything happens to it, I'll use you for spare parts to repair it!"</span> she swears, planting a hand on her hip. Afterwards however, she reaches into one of the few pouches that remain across her ruined bodysuit, pulling out a round little electronic key-stub. Mio decides not to press her luck and simply nods as she carefully takes it from Jii'Kii's outstretched hand, which is snatched back so that she might cross her arms in a huff.
<<set $MS_Jii_Case to 2>>
<<else>>
<span style="color:#E5CEF3">"I just wanted to say how much I admire Sneerztek! It's so, um..."</span> Mio trails off, wincing slightly as she mentally stumbles for specifics. Jii'Kii's glare could melt through a spaceship's hull, which really isn't helping. <span style="color:#E5CEF3">"... Purple!.."</span>
<br><br>
<span style="color:#77EFBF">"I didn't think it was possible for a Synthetic to be as stupid as you are, but I'm guessing your memory banks are crammed to bursting with insipid fucktalk soundbites and oral sex methods, huh? Get out of my face."</span>
<</if>>
<<if visited() is 1>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<include "Jii'Kii Speech">><</nobr>><<nobr>><<set $speech_passage to "Jii'Kii Quest2 Diplomacy">>
<<if $Player_skill_diplomacy_actual gte 3>>
<span style="color:#E5CEF3">"I'll keep this brief, Jii'Kii. First off, that storage box is almost entirely embedded in hive-growth, so it'd be best to remove the contents before they're compromised. Second off, Sneerz don't like the idea of being indebted, and I know my rescuing you must have left a sore spot: this is a way to address that balance, right? And thirdly..."</span> Mio trails off, gauging Jii'Kii's reaction. The first point was sound, leading to a begrudging pout from the mint-skinned alien. The second, riskier point led to a glare, but not an outright rejection. <span style="color:#E5CEF3">"... Isn't blasting grotesque xenomutants precisely the sort of thing that weapon was made to do?"</span> Mio hazards, capping off her argument with a palms-up shrug. Jii'Kii maintains her glare for a moment more, then grumbles.
<br><br>
<span style="color:#77EFBF">"<i>Fiiiiiine.</i> You may borrow my superior firepower, bimbot. But be fucking careful with it! If you get even so much as a scratch on the plating, I'll take your head. Literally."</span> she threatens, running a finger across her neck with bared, sharp teeth. Afterwards however, she reaches into one of the few pouches that remain across her ruined bodysuit, pulling out a round little electronic key-stub. Mio decides not to press her luck and simply nods as she carefully takes it from Jii'Kii's outstretched hand, which is snatched back so that she might cross her arms in a huff.
<<set $MS_Jii_Case to 2>>
<<else>>
<span style="color:#E5CEF3">"Alright!... What if I said 'please'?"</span> Mio suggests. Jii'Kii gives her a deadpan stare, and says nothing. <span style="color:#E5CEF3">"... What if I said 'pretty please'?"</span>
<br><br>
<span style="color:#77EFBF">"You disgust me, machine."</span>
<br><br>
<span style="color:#E5CEF3">"... Pretty please with sugar on to--"</span>
<br><br>
<span style="color:#77EFBF">"LEAVE."</span>
<</if>>
<<if visited() is 1>>
<<set $Player_skill_diplomacy_progress to $Player_skill_diplomacy_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Diplomacy.</b> Gained <b>50% Progress towards a Diplomacy point (<<= $Player_skill_diplomacy_progress>>% total).</b>
<<if $Player_skill_diplomacy_progress gte 100>>
<b>Gained a point in Diplomacy! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<include "Jii'Kii Speech">><</nobr>><<set $speech_passage to "Flakk Job">><span style="color:#E5CEF3">"What do you do around here, Flakk?"</span> Mio asks with a slight tilt of her head, eyes briefly flitting from the towering cyborg to her claimed workbench, then back - each movement accompanied by a soft whirring of the delicate machinery behind each eye. Flakk follows the gaze for a moment, then places her remaining hand on the workbench, her expression taking on something of a vacant emptiness.
<span style="color:#ffbad5; font-size:90%;">"... I... create, maintain, repair, make new. It's what I'm... comfortable doing. It feels... right, after what I did long ago, when I was of too many minds."</span> she utters in her distant whisper of a voice, Mio inwardly marvelling at how vastly it contrasts with her intimidating appearance. 'Of too many minds'... back when the Befrar were a hivemind. <span style="color:#ffbad5; font-size:90%;">"... I don't want to talk much about what I did... but I destroyed much. It wasn't me, yet, at the same time... it was. So, now... I make. Attempt to... balance."</span> she finishes with a nod, eyes closing for a moment - the space around her head darkening once robbed of the glow of her eyes, soon lit up once more. Mio purses her lips, wanting to shift the topic from the old days... Hells, it's possible the two might've fought, long, long ago.
<span style="color:#E5CEF3">"Well, are you more of a general maintenance worker? Or do you have a speciality?"</span> the Synthetic asks with a polite smile, an attempt to put the cyborg at ease - it seems to work well, as Flakk's serene, eyes-shut smile returns.
<span style="color:#ffbad5; font-size:90%;">"Mostly... general, yes. Often... called to assist in maintaining hydroponics, and... mechanisms for supply of water for this facility."</span> she explains with a raise of her arm, pointing to her pale skin where visible through her strappy outfit - sleek and amphibious, ideal for underwater action. Then, however, she pauses, glancing off to the side. Bashfully, she raises her hand up, very carefully scratching at her cheek just above her collar with a single, cleaver-like claw. <span style="color:#ffbad5; font-size:90%;">"I... have also submitted some preliminary designs to... the company. For... products. They want to, ah... expand, to mechanical and biomechanical entries, and..."</span> she trails off, clears her throat, and fans her face with her claws tilted to better catch the air.
<span style="color:#E5CEF3">"Really? Well, best of luck getting them approved."</span> Mio says with a soft chuckle, wanting to pull the big girl away from her rising embarrassment. Flakk shuts her eyes and nods, cheeks burning an odd lilac shade before she inhales deeply through her nose, exhales just as slowly, and then relaxes, nodding once more.
<<include "Flakk Speech">><<set $speech_passage to "Flakk About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, crossing her arms and shifting her weight onto one ball-jointed hip. The request seems to catch Flakk a little off guard. The towering Cyborg blinks down at the smaller Synthetic and frowns slightly, her glowing pink gaze slowly drifting off and onto nothing in particular.
<span style="color:#ffbad5; font-size:90%;">"... I do not have many memories of what I was under the Befrar... and none of what I was before it. Conversion affects everyone... differently. In truth, I... do not know if I am the same person I was before, or if I am a new mind in borrowed, modified flesh."</span> she explains, raising her remaining arm towards the ceiling light, allowing it to filter through her gleaming, dulled claws. <span style="color:#ffbad5; font-size:90%;">"So... I focus on now. I worked as an engineer... for a mercenary outfit. They wanted me to fight, though. I... don't think I can. Not anymore... Nor do I want to."</span> she shakes her head, lowering her arm and returning her gaze to Mio. The artificial mercenary suddenly feels quite small under the weight of the look Flakk gives her... it's loaded with pity.
<span style="color:#ffbad5; font-size:90%;">"As we travelled... I would sometimes check job listings in spaces we passed through. Apply, sometimes. Applied here... and got an offer. I think they thought it would look good for their... diversity quota."</span> she snorts, glancing down at herself. <span style="color:#ffbad5; font-size:90%;">"No one has said anything to that... effect, though. People... treat me like a person, here. I like that. So I work hard. Work to fix. A repair for every hazy maybe-memory of something bad I once did..."</span> she shuts her eyes for a moment, then nods - a single, decisive motion, transitioning into a polite, reassuring smile down at Mio.
<<include "Flakk Speech">><<set $speech_passage to "Flakk Art">><span style="color:#E5CEF3">"What are you working on?"</span> Mio asks with a curious rise to her voice, pushing up onto the tips of her toes - or the closest equivalent thereof, given her armoured feet - to get a better look down at the workbench from her position. Flakk startles slightly, blinking as she glances down at the odd little thing she's been bending and tweaking with... it looks somewhat like a tropical tree, albeit it spliced with random strips of shiny colour.
<span style="color:#ffbad5; font-size:90%;">"I... like to use scrap metal for... little projects."</span> she admits, clearing her throat with her cleaver-like fingers curled into a polite fist before her already-covered mouth as she does so. <span style="color:#ffbad5; font-size:90%;">"It... started as rehabilitation... when I was severed from the network, I... had trouble controlling my hands..."</span> she explains, flexing those lethal claws of hers before her dimly glowing eyes. <span style="color:#ffbad5; font-size:90%;">"So, I learned to... make little sculptures... from cans. There's... sort of a lot of empty ones around here. I... have to wash them, of course..."</span> she gingerly picks the sliced and bent piece of metal up, placing it into her own palm in a deft, one-handed move before offering it to Mio, a couple of feet from her face.
Up close, Mio can see it much more clearly - her hunch about it being a tropical palm-style tree was correct, but the random colours are the result of it being a TentaCan! Or, formerly one. Cut into ribbons and either splayed or tightly woven into stiff 'rope', forming the long, tapering trunk and the leafy strands above. The base of the can, meanwhile, has been bent to resemble a little risen island. It's all one solid piece. Mio smiles, then looks up from it towards Flakk.
<span style="color:#E5CEF3">"I don't think I could do that... I'm impressed!"</span> she nods, straightening back up - she'd leaned forwards whilst inspecting the art piece. Flakk pauses for a moment.
<span style="color:#ffbad5; font-size:90%;">"Have you ever tried?"</span> The towering Befrar inquires, a question which gives Mio pause. After a beat of silence, Flakk gingerly places her creation back on the workbench, leaving Mio to ruminate...
<<include "Flakk Speech">><<set $speech_passage to "Flakk Arm">><span style="color:#E5CEF3">"Are you sure you don‘t need your arm?"</span> Mio asks with an uncertain edge in her usually droning tone, <<if $Flakks_Cannon_Location is "Player">>reaching back to heft the makeshift firearm up and regarding it with concern.<<else>>suddenly painfully aware of the fact that it's lying on the floor somewhere.<</if>> Flakk slowly shakes her head, an action which causes her body to turn every so slightly in the same rotation thanks to her sturdy, jaw-obscured belt collar.
<span style="color:#ffbad5; font-size:90%;">"I'll be fine... it is... not as if you can take it far from here."</span> she insists with a small chuckle - a strangely slow laugh, <span style="color:#ffbad5; font-size:90%;">'Ha... ha ha...'</span>, sounding more like a rough imitation of a noise she's read about rather than one she's used to performing. That observation makes Mio frown slightly, remembering her own experiments with such basic emotion... and how long ago they were. She simply nods, accepting that Flakk isn't willing to budge on this extreme gesture of hers.
<<include "Flakk Speech">><<set $speech_passage to "Selene Wellbeing">><span style="color:#E5CEF3">"Are you alright? Your vital signs seem rather rapid."</span> Mio asks, her usual monotone given an edge of concern, along with an instinctive step towards the lounging Elven scientist. Selene blinks rapidly, then raises her hands with fingers splayed in a denying wave - the motion causing her splatter-stained coat to fall open slightly around her curvaceous figure.
<span style="color:#3DFF61">"Oh-- Babe!! I'm ok, really! I'm just, ah-- y'know, like!-- I'm still pretty pumped up with aphrodisiac and stuff!"</span> she insists fitfully, her frantic waving ceasing as she goes to cross her arms over her chest with a pout. <span style="color:#3DFF61">"Really, don't worry about me! Gosh-- not that I mind you worrying about me, I just-- ooooh..."</span> she trails off, pursing her lips to one side in visible frustration. Mio frowns, unsure what to make of this.
<span style="color:#E5CEF3">"I see. Apologies, then. I'll refrain from further inquiry."</span> the Synthetic states with a courteous bow. Selene's immaculate lashes bat in a doe-eyed blink, and she hesitates.
<span style="color:#3DFF61">"Gosh, you didn't do anything wrong! It's sweet of you to check on me!~ Just, ah, I don't want you worrying and being distracted and stuff!"</span> the Elf insists, exhaling slowly once she's said her piece. Mio pauses, then elects to just give her a stoic thumbs up and a smile. Selene returns them both, albeit far more enthusiastically, arm trembling and grin wide enough to force her eyes shut.
<<include "Selene Speech">><<set $speech_passage to "Selene Implant">><span style="color:#E5CEF3">"What is the purpose of that implant of yours?"</span> Mio inquires, raising a hand to point to the side of Selene's head. The bright-eyed Elf blinks and reflexively reaches up to it, a finger upon the decorative little thing clasped to the long, stiff top edge of her ear. To an untrained - or unaugmented - eye, it would appear as nothing more than some neo-futuristic jewellery. Mio can detect the faint EM emissions stemming from it, however - along with the sliding rail mechanism subtly implanted along the Elf's ear.
<span style="color:#3DFF61">"Oh, this little old thing? This is an implant of my own personal design! It's, like, a sliding scale of intelligence-dampening."</span> she explains, tap-tapping it with that one finger, but moving it neither up nor down. Mio blinks, brows raised in surprise. She's never heard of such a thing!
<span style="color:#E5CEF3">"You... willfully diminish your own intelligence? I don't understand."</span> Mio asks, a slight edge of bewilderment in her tone. Selene purses her plush lower lip slightly, but then relaxes and offers a reassuring smile.
<span style="color:#3DFF61">"Well... I don't mean to brag, but, like, I have something of an excess of smarts! And that means I do a lot of thinking, y'know? And sometimes I think too much, and... well, gosh, I can't stop!"</span> she sighs, her voice carrying that unusually chipper tone even through a topic that Mio swiftly realizes is difficult for her. The Synthetic starts to raise a hand to call for a time out, but Selene counters with a wave of her own - an unspoken 'it's fine'.
<span style="color:#3DFF61">"So, this cute little doo-dad helps me out. I can turn it off while I'm working, keep it maybe half-power on breaks, and set it full-blast if I just need to, like, switch off and stop thinking for a while. I guess it might be a little hard to understand... hmm. Have you ever scared yourself with your own thoughts, Mio?"</span> Selene asks, and it's this question that causes her bright tone to finally dim, the Elf visible regretting asking the question as soon as it leaves her lips, eyes casting off to one side. Mio blinks, then purses her lips in thought. Why... yes. Yes, she has.
<span style="color:#E5CEF3">"... I've never really thought about it, but yes, I suppose I have. Huh. Well, I'm still not sure I completely get it, but I'm hardly going to judge you for it."</span> Mio assures her, giving a slight bow as she speaks. Selene lights back up and sighs happily, clasping her hands together and placing them on her knee.
<span style="color:#3DFF61">"Gosh. Strong -and- understanding.~"</span> she giggles with a laugh that Mio considers pleasantly akin to trickling beads of glass. <span style="color:#3DFF61">"I'm keeping it fairly low right now, like, just in case something happens in here. Don't worry! But as soon as we're free? Oh, jeez, this thing is going on the max setting for a couple of days, for sure!"</span> she insists, crossing her arms with a confident smirk. Mio returns the smile, nodding.
<<include "Selene Speech">><<set $speech_passage to "Selene About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, setting her hip against an empty seat and fixing Selene with an inquisitive stare. The Elf, in response, seems to light up in pleasant surprise: even as she points at herself with a single finger to verify the question. Mio nods, and Selene smiles even brighter.
<span style="color:#3DFF61">"You want to know about me? Oh, gosh!~ Well, um, I'm Selene, I've worked here foooor... like, 6 years, and I'm from Platinum Falls. It's a planet colonized mostly by Pyksielanders like me! I'm a second-gen - one of the first people born on the planet!~ At least, in recent times. See, there's evidence that, like, another civilization existed there a suuuuper long time ago, see? So there's a lot of... mm, vibes? Yeah, vibes about the planet, which is probably what attracted us there. Platinum Falls is pretty crazy - some say it's like the days before the Domes fell, with clashing biomes neighbouring one another with no regard for the climate, eheh. Oh, gosh-- super off track, sorry!~"</span> she giggles, but Mio politely waves her on, not minding the diversion at all - even if she's having trouble picturing it. Seems a tad too fantastical for her tastes.
<span style="color:#3DFF61">"So, like! I lived there until my late thirties, and then set off for the stars! See, I'm not really all that interested in Magic - never really had the knack for it, no one in my family did or does. But dad insisted that I had a solid brain in my skull, and that I oughta use it! So, I got a scholarship to study the 'Classical' sciences, and ended up focusing on Biology. A lot of the recent hits TentaCo's enjoyed have my signature encoded right on the DNA strands!~ But, uh, the FUM is one of mine, too... Jeez, that one really bit me on the butt, huh?"</span> she laughs awkwardly, ruffling the back of her head with her hand.
Mio considers the flow of information for a moment. <span style="color:#E5CEF3">"Well, your father sounds like he was right, then. Maybe you get your smarts from his side?"</span> she suggests. Selene responds by grinning, dangerously.
<span style="color:#3DFF61">"And my looks. Though, honestly - ugh, he's SO much prettier than me! Jerk."</span> she snickers, crossing her arms over her chest and failing to perform a mocking pout. Mio can't help but laugh at the attempt, and the two softly giggle together.
<<include "Selene Speech">><<set $speech_passage to "Selene Staring">><<nobr>><<if $Selene_Staring is 0>><<set $Selene_Staring to 1>><span style="color:#E5CEF3">"You keep staring. Is there something on my face?"</span> Mio inquires with a raised brow, checking the armour plating on her wrist in an effort to peer at her reflection. Of course... that would require her metal not to be quite so pitted and sanded from its extensive use. Selene blinks and opens her mouth in a start, as if pulled from a pleasant daydream.
<br><br>
<span style="color:#3DFF61">"Oh!-- Like, was I staring? Hah-- um-- no! Nothing on your cute face!--"</span> Selene insists, her eyes widening and a hand flying in front of her mouth at that last part. Such fine nail polish! Mio's other brow joins the first in rising at the unexpected compliment, even if it does make her wonder if it's more a compliment to her or to the designer of said face.
<br><br>
<span style="color:#E5CEF3">"Well!... You were staring, yes. Quite a lot, actually."</span> Mio presses the matter, a slightly lopsided smirk gracing her lips. True to her suspicions, Selene's cheeks flush a dazzling pink-red in response, and she wrings her hands together.
<br><br>
<span style="color:#3DFF61">"Oh, you!... Huff... You've been nothing but nice to me, you saved me from a big mean brute, and your design is!... like, multiple kinds of aesthetically pleasing! S-so what if I stare! Do... oh gosh, do you mind?"</span> she asks, tapping the tips of her index fingers together before her face, peering over them like a secure wall. Mio ponders the question for a split second, then shakes her head with a smile.
<br><br>
<span style="color:#E5CEF3">"I don't mind at all."</span> the Synthetic replies, and the way that Selene lights up in response makes her core unexpectedly rush with a scarcely-contained pulse of energy. Mio lightly thumps her chest and makes a noise akin to clearing her throat, suddenly turning away from the intensified gaze of the Elf - she has a job to do, yeah!...
<<else>>
<span style="color:#E5CEF3">"Selene... you're staring again."</span> Mio gently reminds the Elven scientist, who is no longer bothering to hide her attraction. Nor is she ashamed of it, this time: instead, she waggles an eyebrow and her smirk grows all the bolder.
<br><br>
<span style="color:#3DFF61">"I sure am, my brave little knight. Whatcha gunna do about it, pout and huff?~"</span> she retorts, closing her eyes and sticking her tongue out cheekily. Mio frowns slightly, opens her mouth... and then pouts and huffs. Then grumbles cutely at Selene's resulting laughter from her spot-on prediction.
<</if>>
<br><br>
<<include "Selene Speech">><</nobr>><<set $speech_passage to "Selene Bow">><span style="color:#E5CEF3">"Are you sure you want me using this bow? It seems important to you."</span> Mio murmurs, scratching her cheek out of some odd instinctive reflex. Having had it in her hand, the details of its age shine through its otherwise immaculate upkeep - it feels like handling something sacred. Despite this, Selene smiles warmly and gives a single, deep nod - her long ears bouncing slightly from the motion.
<span style="color:#3DFF61">"Absolutely. Yes, it means a lot to me, but... right now, it can do a lot more good in your hands than it can in mine! I'm, like, still shaking like mad, ahah..."</span> she exclaims, raising her arms and letting her hands flop limply: Mio does indeed pick up on their twitching and trembling. <span style="color:#3DFF61">"If anything happens to it, it won't be the first time it's been repaired, either. Honestly, there's an argument to be made that it might not even be the same bow as it originally was, all those decades ago! Different people who've owned it have replaced it all, bit by bit. What do you think, Mio? Oh, gosh, like-- you're an Android! Lots of your bits have probably been replaced over time, right? Do you still consider yourself 'you'?"</span> the Elf asks with an inquisitive poke of her own cheek - carefully, given the length of her brilliantly polished nails. Mio pauses, frowning in consideration.
<span style="color:#E5CEF3">"I understand the philosophical theory, but I think I'm still too busy trying to figure out who or what I am to worry about such things."</span> she retorts with a weak smile and a shrug. Selene tilts her head and maintains her warm smile, before raising her arm again to wave Mio off.
<span style="color:#3DFF61">"Hehe! Soooorry. Nerd brain took over for a sec'. Just, like, do your best, and don't worry about the sake of an object over the sake of people... like me, <i>and</i> you."</span> she winks. Mio's expression softens slightly, and she nods in return... though she can't help but wonder what that means for objects that become people, like her.
<<include "Selene Speech">><<set $speech_passage to "Selene Quest1">><<nobr>>
<<set $MERCA_Selene_Quest to 1>>
<span style="color:#E5CEF3">"Well, promise kept, even if I didn't get a chance to respond. You said you wanted me to visit you, right?"</span> Mio reminds the Elf, a little sheepish in her words. Selene bats her long lashes, glances off to the side with the slightest of frowns, and then her ruby lips round into an <span style="color:#3DFF61">'oh!'</span> as realization dawns on her, a broad smile gracing her face afterwards.
<br><br>
<span style="color:#3DFF61">"Yes! Clever girl~. I have something else that I think could help you in your mission, but unlike the Keycard I don't have it on me. It doesn't exactly fit in a pocket, you see! Not without some serious spatial distortion, that is-- hrmm... perhaps if the magi-natural abilities of the Mimic could be directed and repurposed, that... oh, I should push that thought to the vault for now."</span> Selene mutters, placing a finger on the implant upon her ear. Then she glances back to Mio, smiles dreamily, and nods. <span style="color:#3DFF61">"Right-- ahah, back to what I was saying! Gosh. Scatterbrain. It's back in my room, in a secure case. If you bring it here, I can open it up for you, and you'd be more than welcome to borrow it."</span> Selene insists, clasping her hands together with a delighted broadening of her already impressively bombastic smile. Mio tilts her head and shifts her weight onto one hip, pondering.
<br><br>
<span style="color:#E5CEF3">"Any help is appreciated, but may I ask which room is yours?"</span> Mio inquires. Selene stares for a moment, her smile faltering slightly... and then she blushes bright red, her cheeks darkening with remarkable speed as she plants a flattened hand over her lips to hide half of her face.
<br><br>
<span style="color:#3DFF61">"I, um!... Like, I totally don't recall... I-it's not my fault, I only checked in about two hours before everything went haywire! It's, um... gosh... I'm pretty sure it's one of the southern rooms, 'kay? Positive!"</span> Selene insists, balling her hands into fists and nodding frantically. Mio chuckles and raises a hand to appeal for calm. She can't help but find the Elf's excitable mannerisms - happy or embarrassed - oddly endearing.
<br><br>
<b>Started Quest "Serene Selene."</b> Check the log for more details.
<br><br>
<</nobr>><<include "Selene Speech">><<set $speech_passage to "Selene Quest2">><<nobr>>
<<set $MERCA_Selene_Quest to 3>>
<<set $Key_Remove to "Secure Case">>
<<set $Key_Remove_Position to $Secure_Case_Position>>
<<include "Remove Key Item">>
<<set $Secure_Case_Position to 0>>
<<set $Secure_Case_Location to "no">>
<<include "Truthseeker Smartbow Pickup">>
<span style="color:#E5CEF3">"I'm assuming this is yours. Either that or I just broke into someone else's room... But it <i>was</i> one of the south ones, in my defence."</span> Mio smirks, hoisting the case up for Selene to take. It makes her realize the height difference between them... hmph. Selene has no eyes for that, however - hers are fixated on the case as she nods enthusiastically as ever, taking it gently from Mio in both hands.
<br><br>
<span style="color:#3DFF61">"Yaaass, this is the one! A little... slimier than I remember! I'm going to assume my room is... compromised? Phooey. Good thing I didn't bring much with me for this shift, buuuut I never leave home without this heirloom."</span> Selene explains as she reaches for her implant. With her fingertip poised at the base, she pushes down and drags back, pinching with her thumb as she withdraws a slender little Dataspike from it... hmm. What other tools does she have stowed in that thing!? Mio watches with curiosity burning in her eyes as Selene takes her time - with grace in every motion - bringing the spike to the case's secure lock. She inserts it, then taps a little sequence upon the edge of the case... Mio has no idea if that's part of the unlocking sequence or just a fidget of hers, but moments later the lock -clicks- and the case opens slightly.
<br><br>
More questions are raised than are answered by what lies within. A somewhat wide but shallow... basket? Box? A lot of thin pieces of strangely elaborately-hewn alloys, what seems to be an old but well-kept processing core... Mio steps back when Selene turns in her seat and lays things out on the table before her, snapping pieces into place with practised motions, as though this is something she's done a hundred times before.
<br><br>
Given the age of Elves, this is quite possible.
<br><br>
Time passes quicker than Mio can track it as the heirloom takes shape. Selene turns back around, cradling it in one hand and its accompanying 'box' in the other - a bow! Classically designed, but modern in construction. Mio blinks, eyes darting from end to end, drinking in fine decorative carvings, the perfectly unfrayed string, picking up on the hum of energy from the twinned cores in the bow and in the base of the quiver.
<br><br>
<span style="color:#E5CEF3">"That's... a beautiful weapon, but I've never fired a bow before. And you said it's an heirloom? I ca--"</span>
<br><br>
<span style="color:#3DFF61">"You can, cutie! And I want you to. Even if you don't use it, may holding onto it bring you luck from above."</span> Selene insists, pushing the weapon into Mio's hands. The Android bites her lip, then attempts the sort of stance she remembers from vague memories of seeing such weapons. To her surprise, the bow reacts to her hold... re-angling itself in her hand, adjusting into the perfect stance via some minor force of gravitational manipulation! The quiver, meanwhile, empty a mere moment ago, now has an arrow in it. Mio watches with surprise as a second begins to rise from the base of the box - it's printing them!
<br><br>
<span style="color:#E5CEF3">"... Thank you, Selene. Hopefully, I won't embarrass myself with it."</span> Mio remarks, even more sheepish than she was earlier! Selene just gives an approving giggle, then leans down to plant a kiss on Mio's cheek, stunning the Android into silence.
<br><br>
<span style="color:#3DFF61">"Hit a bullseye for me, 'kay babe?~"</span>
<br><br>
<b>'Serene Selene'</b> complete! <b>Mio</b> has gained <b>100 exp!</b>
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">>
<br><br>
<</nobr>><<include "Selene Speech">><<set $speech_passage to "Iziria Perks">><span style="color:#E5CEF3">"Given that you are a Succubus, is this outbreak... good for you?"</span> Mio asks with a slight hesitation, genuinely unsure of how best to phrase it. Iziria smirks, tilting her head to one side for a moment, as though relishing in what little embarrassment the Android can feel. After a moment of letting it hang heavy in the air, she tucks her pencil behind a pointed ear, hidden deep within her silken hair, and laces her fingers together to rest her hands on her knee. Mio notices the horned midsection of one of her neatly folded wings behind her twitch, just a little.
<span style="color:#EE488A">"Well, the general vibes - so to speak - are intoxicating. I can simply open my metaphorical mouth and let the energy flow right in... but, consider this. A Succubus - or Incubus, or whichever prefix of many 'Buses - requires the energy derived from sexual stimulation to survive, yes. Just as you require an electrical charge to function and think and exist and the majority of the workers of this facility require food and water. But you can have too much energy. They can have too much food. And I, and my ilk, can have too much... fun, so to speak."</span> the Succubus sighs, pulling her spectacles off of her face and polishing the fine glass against a cloth she pulls from a concealed pocket in her dress.
<span style="color:#EE488A">"Consider a man submerged beneath the waves - and not any of the Aquatic In/Vari, for the sake of heading off pedantic comments! Until he rises, his only choice is to keep his mouth shut. That is my situation right now... a woman drowning. Slowly."</span> she shrugs, turning her attention back to Mio with a smouldering stare. The Synthetic purses her lips to one side. That sounds difficult, yes, but is the Succubus blaming her? Her job isn't to clear the infestation, and Iziria knows that... indeed, the Demon shrugs and leans back into her seat again.
<span style="color:#EE488A">"Too much of a good thing, darling, is never a good thing. Oh, and... try not to look so worried. I just enjoy being melodramatic~."</span> she giggles girlishly, but Mio can't help but linger on her words... and on whether or not the Succubus is in pain.
<<include "Iziria Speech">><<set $speech_passage to "Iziria About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio asks, sitting herself down in the chair opposite Iziria. Not that she needs the comfort, but it feels more personable to put herself on the same eye level as the Succubus who, in turn, regards the gesture with an amused smirk as she peers over the ebon rims of her spectacles.
<span style="color:#EE488A">"Little old me? Hmm... well, as you probably figured out from my office, I am the head of Sentient Resources of this facility. A somewhat clunky title, yes, but nicely inclusive of the many different species who call this company 'home'~."</span> the Demon purrs, shutting her eyes with a pleasant smile. Mio can't help but feel that she's redirecting the conversation away from herself, though. <span style="color:#EE488A">"I'm hardly about to go into my entire personal history, for we shall be here for the birth and death of entirely new stars in the sky. Needless to say, I am o-... hrmm, <i>experienced</i>, and this is but one of many jobs I've had over the eons."</span>
<span style="color:#E5CEF3">"If you're looking for direction to my question, how about telling me where you're from? If you're as o-- apologies, <i>experienced</i> as you say, I safely assume you're from Terra. I've... never been."</span> Mio admits, crossing her arms as she leans back into the plush chair. Iziria turns away and gazes at nothing in particular, chuckling faintly as she reminisces.
<span style="color:#EE488A">"A safe assumption... a correct assumption. I'm from before the domes fell, of course. But my earliest memories - well into my adult years, you understand - are of the Endless West."</span> she explains, her eyes taking on a far-away shimmer. Mio blinks, tilting her head, running back Iziria's words up until this point in her head, more carefully examining her tone, accent, cadence... she would never have guessed.
<span style="color:#E5CEF3">"Sand, and outlaws, and six-shooters? You don't... sound it--"</span>
<span style="color:#EE488A">"Well shucks, sugar! A whole heapin' ton can change in a few hund'ud years, wouldn'cha say so?"</span> Iziria interrupts, her voice so wildly transformed as to make Mio recoil in shock. The Succubus bats her eyelashes innocently, then breaks into a witchy cackle. <span style="color:#EE488A">"Oh, the look on your face. Am I being honest? You'll just have to 'assume', you surprisingly inquisitive little thing."</span> the Demon smirks, leaning back and turning her attention to her papers once more. Mio sighs, smirks, and then stands up, genuinely unsure of what conclusion to draw from Iziria's claims.
<<include "Iziria Speech">><<set $speech_passage to "Iziria Behaviour">><span style="color:#E5CEF3">"You behave rather inappropriately, given your job."</span> Mio remarks more than a tad bluntly, her arms crossing with subtle whirs of the machinery beneath the framework. Iziria raises both brows at the statement, feigning shock for just a moment!... before she breaks into a wide, cheeky grin and lets out a hearty giggle. She removes her fine spectacles and delicately places the tip of one of the carved obsidian arms between her teeth, regarding Mio with a salacious bat of her long, curved lashes.
<span style="color:#EE488A">"Oh no! Pray tell, have I offended thee? I can assure you, t'was not my intention, m'lord! Oh, plee~eee~eease don't report me to corporate, I'm so apologetic!.. and eager to show you exactly how apologetic, for that matter..."</span> she lets out a ragged sigh, complete with a quake of her shoulders. Mio deadpans in response, and after a moment the Succubus breaks into an even louder giggle, tapping her glasses against her luscious lips with a gleeful exhalation. <span style="color:#EE488A">"I'm a Succubus who works in a living sex toy factory, dear Droid. I like to think I fit right in: working here is an experience, and I'm happy to be a memorable part of it."</span> she defends herself with a smirk, but, upon seeing Mio's continued lack of amusement, she rolls her eyes and shrugs.
<span style="color:#EE488A">"If you must know, I've never missed a deadline. Don't get me wrong... I absolutely got this job by sucking the right dicks in management. But I keep it because I'm good at it, little Synth: my behaviour is irrelevant when posted against the results I deliver, for the people under my care <i>and</i> the cultures above. I'm good at making sure that... <i>everyone</i> ends up happy. Go have an accident sometime, and I'll take good care of you.~"</span> she darkly promises, adding a wink on for good measure as she reseats her glasses. Mio frowns... she's genuinely not sure if that was a joke or a threat!
<<include "Iziria Speech">><<set $speech_passage to "Iziria Pet">><span style="color:#E5CEF3">"Is your pet still mad?.."</span> Mio asks with a slight grimace, unable to stop flashes of her recorded memory of the pitched battle between herself and the bladed tentacles of Beezlebuu. Iziria raises a brow at the question as a slick, ebon-black tentacle slips from her neckline and flattens, giving her something to rest her chin on as she pulls her carved glasses down a tad... her smile turning mischievous.
<span style="color:#EE488A">"'Mad'? Oh, dearest guest to our shores: my beloved pet is <i>incandescent</i> with rage... yet mixed with so many other conflicting emotions. Furious, yes, that you bested him - and by extension, caused him to fail me, no care given for his own wounds. And yet... awe-stricken at your talents, your design, your tenacity."</span> the Succubus purrs, her eyes taking on a strange glow. Mio frowns, then blinks, an act which only briefly clears the strange narrowing of her vision as she feels it tunnelling onto Iziria's ghostly face and the demon's terrifying eyes! She... she can't move!?
<span style="color:#EE488A">"Mmm... oh, yes, especially that bit about design. So... multi-functional. Durable. Oh, the multitude of ways you could be put to use in earning his forgiveness... the thousands of life sentences he would put you through as a wife, a breeder, a pet, a possession, the <i>prized doll</i> of his collection."</span> Iziria smirks... as best as Mio can tell, anyway, only able to register the narrowing of those blackhole eyes by the rising of the demon's cheeks. She hears rather than sees Iziria snap her fingers, and all of a sudden Mio can once again move: backwards, rapidly and awkwardly as her mind is bombarded with a thousand images of herself in the clutches of tentacles ink-black and bruised-purple.
They pass as swiftly as they come, and Iziria ends the spell by shutting her eyes with a giggle. Mio shakes her head with a snarl and glares, eyes flitting between the Succubus and the quivering tentacle by her side... is IT laughing at her too!? The Synthetic can't help but huff and cross her arms, fuming as she tries to ignore the rush of <i>specific emotions</i> coursing through her head now.
<span style="color:#EE488A">"So! In conclusion? It's complicated, dear guest. ♥"</span>
<span style="color:#F33898"><b>Lost 20 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 20, 1, $Player_focus_max)>>
<<include "Iziria Speech">><<set $speech_passage to "Iziria Quest1">><<nobr>>
<<set $MS_Iziria_Quest to 4>>
<span style="color:#E5CEF3">"Alright. I want to know what the hell happened back there."</span> Mio demands with a hard look on her face, attempting her best intimidating stare. Iziria's smug grin quickly diffuses it, leaving the Android feeling deeply embarrassed, her frown ruined by a quirk in her brow.
<br><br>
<span style="color:#EE488A">"Whatever do you mean, dear guest? I'm afraid I haven't the foggiest what you're alluding to."</span> Iziria protests with a dramatic gasp, planting splayed fingers over her lips in a mocking pose. Mio rolls her eyes and scowls, now just annoyed. It's obvious what she means. It's as if Iziria was reading her mind back there, but that makes no sense! Her mind is--
<br><br>
<span style="color:#EE488A">"You're right, that doesn't make sense at all. But neither does the alternative... depending on who you ask."</span> Iziria interjects - sort of. Is it interjecting if no one said anything to interrupt in the first place, at least out loud? Mio is once again baffled, staring at the Succubus with a mixture of feelings. The nature of what she is complicates even looking at her, positive feelings that were not earned mingling with frustration and confusion and concern. <span style="color:#EE488A">"Mm... it's no fun if I spell it out for you, Mio. But reading you is difficult. It's akin to... smudged writing. Muffled words. Is this imperfection, however? Or obfuscation? Gasp! Misdirection, perhaps?..."</span> Iziria continues to rattle off cryptically, leaning in closer to Mio with an almost dreamy edge to her smile.
<br><br>
<span style="color:#EE488A">"Well, there's one way to find out. You'd like to know what I'm talking about? Maybe I'll give you a hint if you can confirm something for me... and at the very least, I'll give you a reward for your efforts, something more material - a ring, a powerful enchanted object that should help you on your mission."</span> Iziria insists, raising a hand and flashing said ring, a black band tight and snug upon her ring finger. Mio stares at it for a moment with a strange spike of longing, then looks back to Iziria's grinning face. <span style="color:#EE488A">"All I want in return... is a kiss."</span>
<br><br>
Mio blinks. That's it?
<br><br>
<span style="color:#E5CEF3">"A kiss? I... I guess that's alright."</span> she mutters, unsure of herself. Iziria's a Succubus. Some of them are ok, and some of them... aren't. But while Magic has a tendency to work on things it has no logical right to work on, the potential dangers of kissing a Succubus shouldn't affect the Android. Right? Feeling awkward, unsure of what to do with her hands, Mio leans in and parts her lips. She shuts her eyes--
<br><br>
And then gasps when she feels a clawed finger upon her forehead, just below the fringe of her helmet, keeping her mere inches at bay.
<br><br>
<span style="color:#EE488A">"No no no... not like this. Not as you are now. No, Mio... I want to kiss you at your most <i>desperate,</i> for desperation is the mother of honesty. Go out there. Fight. And then come back to me when you feel like you can't hold out any longer..."</span> Iziria whispers, slowly pulling her arm back but shifting her head off to the side, until her lips brush against Mio's aural sensor. Her words are almost silent yet they boom in the stunned Synthetic's head. <span style="color:#EE488A">"Your reward, me, and my lips... will all be waiting for you, breathless with anticipation."</span>
<br><br>
Suddenly, everything seems to jolt. Mio startles and looks around shakily, now standing a respectable distance from Iziria, whose attention has turned back onto her paperwork as she hums a little tune.
<br><br>
<b>FUCK,</b> this Demon is infuriating! <i>Mio should return when she is at 'her most desperate'.</i>
<br><br>
<</nobr>><<include "Iziria Speech">><<nobr>><<if $fantasize is 0>><<set $speech_passage to "Iziria Quest2">>
<<set $MS_Iziria_Quest to 5>>
<<include "Obsidian Ring Pickup">><</if>>
Beaten both physically and mentally, Mio staggers before Iziria and goes to speak.
<br><br>
She doesn't get the chance. Not when Iziria squeals in delight, hands clasped to either side of her face, her hungry eyes peering through the cracks of her fingers as she devours the sight of Mio at her most desperate... <b>and lunges to claim it.</b>
<br><br>
<span style="color:#E5CEF3">"--Mmmph!?--"</span> <span style="color:#EE488A">"Mmmmrrmm~..."</span>
<br><br>
In a flash - perhaps even quicker than that - the clawed fingers that were grasping Iziria's face now grasp Mio's, the tips of those claws lightly digging into her synthskin, one riding the very seam between the layered plates of it upon her cheek. Mio first tried to approach this kiss with her eyes closed, on her own terms... but now that it's happening, her eyes are wild and wide as she feels Iziria's unnaturally perfect lips against her own. As she feels a tongue far longer than it should be slip past her wettened lips to explore - to invade. As fingers slip upon her skin, as Iziria's face tilts to re-angle and dive deeper...
<br><br>
<span style="color:#E5CEF3">"--hh-hhrmph..."</span> <span style="color:#EE488A">"Mmmmhmmm~..."</span>
<br><br>
How long does that kiss last? Mere seconds, or a thousand lifetimes? Mio can't feel anything below her neck. Can't perceive anything but Iziria, her whole world reduced to the sensations the Succubus sees fit to let her sink in. Mio twitches as that tongue dares to graze against her throat, a reaction hard-coded into the logic of her replacement body... and then she gags as it slips past and down, Iziria's grasp tightening on the Android as she suckles and slurps, teeth gently grazing against Mio's lips before her tongue withdraws just so that it can coil tightly about Mio's own.
<br><br>
<span style="color:#E5CEF3">"--Grk!-- houuah!.."</span> <span style="color:#EE488A">"Mmmmhaaaah... ahahah~."</span>
<br><br>
Mio blinkers in bewilderment, sure she must look an absolute fool as Iziria withdraws ever so slightly, holding Mio's tongue in her own, having dragged it just past her lips - tightly coiled and crushed by her far more experienced and far more dominant own. Then, it begins to unravel. Mio shudders as she feels every bump of the Demoness' tongue slither past hers, and when the kiss is finally broken, thick and thin strands of saliva - synthetically produced and 'real' - hang heavy between the two women's lips. A fire burns in Iziria's eyes, a strange, pale purple flame, no more than a cinder of a dying bonfire.
<br><br>
Or perhaps the spark before a roaring fire.
<br><br>
<span style="color:#EE488A">"Utterly... delectable. What a unique taste... oh, it took me everything not to <b>take it</b> from you. But that, oh... that would have been akin to eating a bud destined to become an apple. <i>Thank you,</i> dear guest."</span> Iziria whispers, a finger placed on Mio's lower lip, enthralling and silencing her. It trails down onto her chin, then briefly departs before touching back down to trail her arm... finally resting in her metal palm.
<br><br>
Mio looks down. That promised ring is in her hand, now. But what about the answer?.. No. The answer is pretty clear. Mio gets one last glimpse of that <span style="color:#E5CEF3"><b>spark</b></span> in the Succubus' eye, knowing that eyes can be windows as much as they can be mirrors.
<br><br>
She swallows, drily. She rubs her lips with the back of her hand grasped tight around that ring, and then Mio... grumbles and steps back, arms crossed tightly as Iziria gives a light giggle akin to crystal drops.
<<if $fantasize is 0>><b>'The SR Rep From Hell'</b> complete! <b>Mio</b> has gained <b>125 exp!</b>
<<set $Player_exp to $Player_exp + 125>><<include "Adjust All Bars">>
<br><br><</if>>
<</nobr>><<if $fantasize is 0>><<include "Iziria Speech">><</if>>Double-click this passage to edit it.<<set $speech_passage to "Ruzi Job">><span style="color:#E5CEF3">"What do you do around here? When things are less... overrun, that is."</span> Mio asks. Frankly, given how ill-fitting Ruzi's lab coat is, she isn't sure if it actually belongs to her. Ruzi takes a moment to respond, shuffling in a futile effort to get comfortable again.
<span style="color:#ffe796">"I'm an assistant researcher, which means I make the coffee. Which means I get the coffee from one of the vending machines."</span> She snorts dismissively. <span style="color:#ffe796">"I'm still new around here, in the scheme of things. I occasionally get to give input on designs, but for the most part, I'm just an odd-jobs gal."</span> she further explains, drumming her fingers on the floor on either side of herself and looking up towards the ceiling. <span style="color:#ffe796">"It's alright, I guess. I'm not really an ambitious person, I just wanna get paid and then relax... but after this whole 'outbreak' thing, I'm, uh, reconsiderin' the job."</span> she admits, rubbing her shoulder, shivering from the sensation of toxins still aching through her flesh.
<span style="color:#E5CEF3">"Oh? Are you going to look elsewhere? That's understan--"</span>
<span style="color:#ffe796">"ActuallyIMightSeeIfThere'sAnOpeningForProductTestersHahaOkByebyeForNow."</span> Ruzi blurts out with a blush before turning her head away sharply, a clear indication that the conversation is over. Mio blinks in soft bewilderment, then stifles a scoff. Well then.
<<include "Ruzi Speech">><<set $speech_passage to "Ruzi About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, turning to lean against the same wall as Ruzi is sitting again. The young Deer blinks at the question with a slight frown, evidently not enjoying being put on the spot.
<span style="color:#ffe796">"Uh... I'm boring, sorry. I'm a research assistant with no real aspirations. I get paid enough, I keep to myself, and my hobbies are pretty much all indoors."</span> she offers a little helplessly, glancing off to the side with a grumble and a shiver - that motion enough to trigger the toxic ache in her aphrodisiac-flushed skin.
<span style="color:#E5CEF3">"Well... what sort of hobbies?"</span> Mio inquires, hoping to steer Ruzi in some sort of direction. In return, the Deer bites her lower lip in thought.
<span style="color:#ffe796">"Uh... binge-watching shows, playing games and... writing?..."</span> she trails off, drawing far too much suspicion to that last one. Enough so that Mio can't help but raise a brow, smirk a little, and lean in closer.
<span style="color:#E5CEF3">"Writing? What sort of things do yo-"</span>
<span style="color:#ffe796">"N-normal stuff but private stuff so we should talk about something else!!"</span> she blurts out, interrupting the Android on the cusp of giggling.
<span style="color:#E5CEF3">"Fine, fiiiiine."</span>
<<include "Ruzi Speech">><<set $speech_passage to "Ruzi Antlers">><span style="color:#E5CEF3">"Do you mind if I ask about the antlers?.."</span> Mio inquires gently, eyes inevitably drawn to the impressive branching structures. Ruzi glances up with her eyes and pouts.
<span style="color:#ffe796">"These things? Ugh. They never got the memo that I ain't a dude."</span> she huffs, crossing her arms a little tighter. <span style="color:#ffe796">"There's a ton of options for transitioning these days, but, uh... I don't really trust magic. At all. So I went with one of the chemical routes, which worked great!... until about two years later. I wake up with a headache and boom, these things are back all of a sudden, already like... 3 inches long with their first branch forming!"</span> she complains, reaching up to poke at the tip of one of said branches, her finger bending as she applies pressure. She rests her cheek on her opposite hand, balled into a loose fist, pushing her face into a lopsided grumble. Mio contemplates for a moment.
<span style="color:#E5CEF3">"I take it they bother you, then? But surely there are ways of removing them."</span> she asks, aware that she may be showing her ignorance. Ruzi sighs to confirm just that, giving a somewhat deadpan stare.
<span style="color:#ffe796">"They fall off by themselves after a few months. Then they start growing back, like, right away. Happens every year... uh, Terran year, that is. I've stunted them a few times with this stingy cream stuff I had to rub onto the pedicle, but honestly? That was more of a pain than just letting 'em grow. There's some surgeries I could have to permanently stunt 'em, oooor I could go the magic route - ugh - but... hrmm. I dunno. I have complicated feelings about these dumb things, alright?"</span> she shoots back with a huff. Mio raises her hands disarmingly.
<span style="color:#E5CEF3">"I'm not judging, and I apologize if my questions have offended."</span>
<span style="color:#ffe796">"They!... they haven't. Don't worry about it. It's just tricky to reconcile with. They're an undeniably 'masculine' thing, but... I think I'm coming around to owning it, even if I'm a gal. Plus, it's kind of neat to have a self-defence weapon around at all times. If I'd accepted and just used 'em earlier, I might not have been captured. Maybe I'm looking at a blessing and calling it a curse... best of both worlds kinda thing? Look-- like I said, complicated. Hit me up in 10 years and see what I think then, alright?"</span> Ruzi snorts with a dismissive shake of her head, but Mio just smiles at the flippant remark.
<span style="color:#E5CEF3">"If I'm still functional by then? Certainly. I hope you find a satisfactory conclusion."</span>
<span style="color:#ffe796">"Well... hey, thanks."</span>
<<include "Ruzi Speech">><<set $speech_passage to "Ruzi Wellbeing">><span style="color:#E5CEF3">"Are you alright? You are still shivering."</span> Mio inquires, conscious of not making her tone too patronizing. Organics, as a rule, <i>really</i> seem to hate that. Regardless of the effort, Ruzi grumbles slightly and withdraws further into her self-hug.
<span style="color:#ffe796">"My skin aches like I've run an all-day marathon on all fours. Which... was kinda mind-blowingly hot when I was gettin' railed, but now? This sucks."</span> she huffs, wincing slightly as she shuffles again. <span style="color:#ffe796">"Like... thanks for your concern and like, y'know, all that, but-- Ugh. I'm-- I'm tired and there's nothin' you can realistically do about that, so don't ask."</span> she requests, tilting her head back, antlers clonking against the wall behind her. Mio raises a brow, but then realizes she's doing it on purpose to rest against them... must be better than pressing her sensitive back against the cool metal!
<<include "Ruzi Speech">><<set $speech_passage to "Ru'Drexi Powder">><span style="color:#E5CEF3">"How are your hips?"</span> Mio asks with a slight wince.
<span style="color:#cffbff">"Reduced to a fine... Powder."</span> Powder snickers, then winces in turn - unlike Mio's empathetic look, this one's real. Ru'Drexi gives a dismissive <span style="color:#f5697c">'pft'</span> and lightly whaps him on the shoulder, however.
<span style="color:#f5697c">"You're totally milking it."</span> she huffs. Powder snorts at the accusation, eyes wide and smile disbelieving. <span style="color:#cffbff">"Milking it!? Woman, <i>you</i> were milking <i>me!</i> Honestly, if you want kids that damn bad~..."</span>
<span style="color:#E5CEF3">"Ahem... but your hips hurt, right?"</span> Mio interrupts with a deadpan look, possibly averting some incredibly law-breaking PDA. Powder pauses, then winces - this time far more obviously fakely.
<span style="color:#cffbff">"Ooooh... why'd ya have to remind me, aaaah..."</span> he groans unconvincingly. Ru'Drexi evidently finds it adorable, however, and just hugs her husband with a happy sigh, cheek against his chest.
<<include "Ru'Drexi Speech">><<set $speech_passage to "Ru'Drexi About">><span style="color:#E5CEF3">"Tell me about yourselves."</span> Mio asks, leaning on the back of the couch with crossed arms, the couple looking up at her lazily. Ru'Drexi is quick to leap into a response!
<span style="color:#f5697c">"Alrighty! I'm Ru'Drexi - just Drexi, once we know one another enough!~ - and I'm a commercial freight manager for a spaceport. Basically, I oversee the work of a few machine programs that catalogue incoming and outgoing freight from ships small and large alike, reporting on any inconsistencies, chasing up suspected contraband to the proper authorities, and taking over in the event of a logical failure. I've been doing that for about!... seven years now, but it's my second year in the managing role."</span> she explains with an animated smile and bounce to her words, head flicking left and right every now and then. Powder stirs from beneath her, sensing his cue is up.
<span style="color:#cffbff">"Mm... Powder Snow. Just Powder works. I'm a Helzent, but I prefer the masculine look."</span> he explains, lazily motioning to himself with a hand. Mio nods - she doesn't know much of Jelli and Helzent, but she does know that despite their shapeshifting abilities, the majority of both sister-species trend feminine in imitation of their singular progenitor. <span style="color:#cffbff">"I'm a threat assessment officer, which is typically a freelance gig for most companies unless they've got the scale and operations to justify it. I used to do that, but I've got permanent employment on the same station as the little lady, here."</span> he continues, giving his wife a squeeze and earning an adoring giggle.
<span style="color:#f5697c">"He managed to convince the station overseers that they could use his services regularly, all without tellin' me! We had a few dates, said our goodbyes... so imagine my surprise when he shows up at the office two days later-- in a <i>suit.</i>"</span> Ru'Drexi smirks, earning a slight wince from Powder. <span style="color:#cffbff">"Ugh, don't remind me. It took me months to talk them down to lettin' me dress... hrgh-- 'smart casual'."</span> he grimaces, speaking the words in a mocking tone. Even so, Ru'Drexi silences him with a heated smooch before breaking away to nestle against his chest.
<span style="color:#f5697c">"Thaaat's</span> <span style="color:#cffbff">uuuuus. Apparently. ♥"</span>
<<include "Ru'Drexi Speech">><<set $speech_passage to "Ru'Drexi Gloves">><span style="color:#E5CEF3">"Why do you wear those gloves?"</span> Mio asks to Ru'Drexi, who simply smiles at the question and raises an arm, sleek and shiny and black in the overhead lights.
<span style="color:#f5697c">"Oh, these things? They're pretty much scaffolding. See, we Jelli are suuuper adaptable and can take on all kinds of shapes, but unless we're in lower temperatures or concentrating reeeaaal hard, we're not too good at maintaining them."</span> she explains, pausing for a moment to flex her fingers on her raised hand, tracing from her wrist to her shoulder with the opposite hand. <span style="color:#f5697c">"But we've got ways around that. This is a simple and obvious one! Slightly stiff and durable clothing like this allows us to 'mould' into shape. It's not uncommon to see Jelli with 'tentacle' gloves on the backs of their outfits; fill 'em out and hey presto, you've got extra limbs! Depending on what they're tipped with, they can even be utilized as more complex tools than just a wrapping, gripping tendril."</span>
<span style="color:#E5CEF3">"That does sound handy. But I guess you're rather... squishy, without them?"</span> Mio inquires, a little gently. Ru'Drexi wiggles her hand flatly, neither confirming nor denying. She smirks and brushes a stout 'lock' of her gel-formed hair out from her eyes, shifting slightly as Powder lazily squeezes her around the middle. It looks like a firm hug, and yet Ru'Drexi appears to be keeping her shape and consistency well.
<span style="color:#f5697c">"We're more solid in our torsos and heads - things get softer the further out from there. Plus, any damage is easy to repair. While it means it's a little more difficult to shift the shape of our central bodies, it means we're great at regenerating and patching in the cracks, so to speak.~"</span> she gives a wink, only to blink as Powder speaks up.
<span style="color:#cffbff">"Ain't <i>that</i> difficult to change her shape, for reference. You should see how big her chest can get."</span> Powder smirks, getting a playful slap to his own chest for the trouble!
<span style="color:#f5697c">"Only on your birthdays, darling!... and only if you <i>somewhat</i> behave. Don't tease the poor girl!"</span> Ru'Drexi huffs, crossing her arms and taking on a serious tone. Unfortunately, she mostly just comes off as a 'hot teacher', enough so that Mio feels more embarrassed now than she did by that remark about expanding tits! She politely clears her throat and just nods.
<<include "Ru'Drexi Speech">><<set $speech_passage to "Ru'Drexi Vacation">><<set $MS_Meh_Parents to 1>><span style="color:#E5CEF3">"What are you doing here, anyway?"</span> Mio asks with a somewhat bewildered look, turning her head to gaze out over the safe room at large. Her eyes are inevitably drawn to the dead surface of Vi-16 out the bay window, however, with the lovey-dovey pair off to her left, just in the corner of her eyes. They're both looking out onto it too.
<span style="color:#f5697c">"Business!"</span> <span style="color:#cffbff">"And pleasure."</span> Ru answers and Powder adds; he smirks in the corner of Mio's vision, getting a playful 'shush' from Ru'Drexi. <span style="color:#f5697c">"We're making a few creds and getting set up as a bonus for our trouble. TentaCo wanted samples of Jelli and Helzent biology, but it looks like people were pretty reluctant to take them up on it."</span> <span style="color:#cffbff">"So, we negotiated a pretty sweet deal out of it. A little boost on the asking price, and a week's paid vay-cay out on the main colony; there's a big pleasure park set up there to cater to the various business outposts that use this moon to base expansion efforts out from."</span>
<span style="color:#E5CEF3">"You seem to have done your research... I'd never heard of this moon until today, let alone this system."</span> Mio admits, tapping her jawline with a thoughtful finger, casting a glance down at the snuggling pair. Powder shrugs, a smooth smile on his face.
<span style="color:#cffbff">"S'what I do. I'm a risk assessor, professionally. But that also means researching places to know them inside and out, to best figure out potential issues and fixes for them."</span> <span style="color:#f5697c">"Too bad this place didn't have one! Buuuut, it's not as if our stay hasn't been eeenjoooyaaable. ♥~"</span> Ru'Drexi adds, grinning warmly and poking Powder upon the nose with two fingers. The Helzent scoffs in response. <span style="color:#cffbff">"The only thing that needs a risk assessment is my damn back, woman! Still... might have to see if whatever that gas was is for sale, huh? In <i>smaller</i> doses..."</span>
The giggling and heavy petting both intensify and Mio scoffs, looking away with a shake of her head. These two don't have an 'off' button...
<<include "Ru'Drexi Speech">><<set $speech_passage to "Meh About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio asks, and the derisive look Meh gives her through the reflection is almost enough to floor her.
<span style="color:#FF3D76">"What? You of all people should know I'm still figuring that out."</span> Meh scowls, her tone as aggressive as it is confused. Mio sighs, then raises her hands flat, signalling peace.
<span style="color:#E5CEF3">"Naturally, yes. What I'm trying to offer you is a chance to discuss it. To figure things out. What you're going through is... a lot faster than it's gone for me, but still. Even if you don't believe it, I do want to help."</span> Mio explains, keeping her tone soft, but doing her best to avoid it becoming patronizing - keeping an eye on Meh's subtle shifts in her gaze to get a rough idea of how she's doing, diplomacy-wise.
<span style="color:#FF3D76">"... Fine. I'm... Meh, and I chose that name because it annoyed you. Maybe I'll keep it, maybe I won't. I like... purple, and squeezing things until they break, and there's about a hundred impulses in my head telling me to slither over to you and fuck your nosey little brains out - or whatever the fuck you've got instead of a brain."</span> Meh starts, shifting her position slightly as she glares over her shoulder at Mio. The Android stands her ground, despite the verbal threat, and tilts her head as she ponders a question.
<span style="color:#E5CEF3">"Well, I'm glad to know one thing you like. Can you think of anything else?"</span> she inquires, placing her hands on her hips. Meh glances away, frowns, then shrugs, turning back to the bay window and the moon's surface beyond.
<span style="color:#FF3D76">"I like this. This view, these stars. I think... I would like to see more of it. You can go now."</span> she dismisses the Android, raising her arm in another of those odd, half-hearted waves. Mio softly sighs, but chalks it up as 'a start'.
<<include "Meh Speech">><<set $speech_passage to "Meh Parents">><span style="color:#E5CEF3">"Have you talked to your parents, much?"</span> Mio inquires with a little glance towards Ru'Drexi and Powder Snow. The couple are, as usual, sprawled over one another - but nothing about them implies any hostility towards Meh, who remains distant from them. Meh rolls her eyes before fixing them back on Mio's reflection.
<span style="color:#FF3D76">"This might surprise you, but we're taking things slowly. It's weird for me and weird for them. Don't make it any weirder."</span> she mutters with an obvious warning edge to her tone. Mio purses her lips lopsidedly, but supposes that's fair. At the very least, it seems Meh does care in her way.
<<include "Meh Speech">><<set $speech_passage to "Meh Settling">><span style="color:#E5CEF3">"How are you settling in?"</span> Mio asks, tucking her hands behind the small of her back in a somewhat militaristic fashion. Meh's impassive stare bores into her eyes through the reflection on the glass... Mio is almost glad of the optical barrier between them, as though at any moment Meh's glare might take on petrifying capabilities.
<span style="color:#FF3D76">"... The view is nice. Good and dead: makes me feel alive by comparison."</span> she replies with a soft shrug of slender shoulders. Mio isn't sure if that's good or not... it's not aggressive, and that's something, at least. But...
<span style="color:#E5CEF3">"That's not really what I asked, though."</span> Mio reminds her, attempting a gentle tone. Meh simply snorts derisively, her reflected gaze narrowing.
<span style="color:#FF3D76">"Yeah? Well, that's the answer I'm giving. Stop trying to mother me."</span> she growls, lifting her fingers to drum them from little to index across her hip. Though, given her less-than-solid composition, it sounds more akin to eerily regular raindrops than drumming.
Mio sighs with a shake of her head, but decides not to press the matter further.
<<include "Meh Speech">><<set $speech_passage to "Ervina About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, relaxing her stance, hands tucked behind her back. Ervina purses her lips to one side and takes a moment to respond, looking up at the ceiling.
<span style="color:#fcc879">"Me?... I'm not that exciting, hun. Uh... I'm Terran, been with the company for a few years-- I dunno, five or six? Used to work closer to home, but the bonuses for working out on distant facilities are pretty good, so I'm savin' up."</span> she shrugs, stifling a yawn with a hand over her mouth. Mio tilts her head, lips parting slightly as something occurs to her.
<span style="color:#E5CEF3">"Presumably, you're saving up for a reason. That's something to talk about, surely?"</span> she suggests, attempting to help the Invari woman along. However, Ervina pauses at the question - or accusation, as it could be read. She shuffles a little in her lounging pose, then clucks her tongue and grumbles.
<span style="color:#fcc879">"I!... ugh. Don't laugh. I wanna open a lil' diner, someday. Back on Terra... but it's pretty pricey to live there these days, let alone own a business property. But... food's been important to my family stretchin' back generations, and there's a lot of recipes I'd like to share with the world at large."</span> she admits, sounding rather adorably bashful about the whole thing. Mio doesn't dare judge, of course. She smiles warmly, on the contrary.
<span style="color:#E5CEF3">"Why would I laugh about that? That sounds like a lovely goal. It's a little different from what I expected, though, given what you do now... and your obvious interest in tech and machinery."</span> she presses with a slight shrug. Ervina just grins at this, raising a finger.
<span style="color:#fcc879">"Who says there ain't overlap? I'm guna automate the hell out of my kitchen! 'Cept for the special dishes. Those need the personal touch. Anyway-- that's my deal. Cruise through work, put aside money, and live the dream. Soooome day. Who knows, might incorporate some tentacle monster-based dishes into the mix... Byproduct Research comes up with <i>technically</i> edible things all the time."</span>
Mio grimaces slightly at that. She can't help but imagine things... wriggling, on the way down.
<<include "Ervina Speech">><<set $speech_passage to "Dizz Workshop">><span style="color:#E5CEF3">"Is there anywhere around here suitable for fixing up my gear?"</span> Mio asks with a hand on the back of her neck, a strange little emotive action that she cannot discern the origin for. Curious. Dizz glances up from her terminal, then back - she points ot the stairs not with a finger, but via the swivel of one of her oversized batty ears.
<span style="color:#3DE0E9">"Yeah, actually! Pretty sure there's a workbench set up in the lil' downstairs-y bit. Should 'ave what you need."</span> she explains, swaying back and forth as if listening to music. Given her slightly manic mind, maybe she's just imagining it? Mio turns to the stairs... the southern set leads down.
<<include "Dizz Speech">>[img[$Glow_Shard_Icon]]<<nobr>>
<br>Glow Shard | $C_Glow_Shard in possession
<br><br>
<b>Type:</b> Recharging. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A refined crystal imbued with Glow radiation, shaped like a kite-style diamond fragment. It glows a soft lavender tone, bathing one's fingers in weak light when held. When crushed with sufficient force, this fragile crystal shatters and releases that stored energy, ready to be absorbed by any appropriate vessel - living or otherwise. While this method has remained largely unchanged since its discovery in Terra's age of rebuilding, such shards were harvested from natural outcrops back then: Nowadays they are created in synthetic environments and sold in a variety of markets.
<br><br>
<<set $Player_Heal to ($Player_glow_max * 0.3)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.3)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Glow. (30% Max Glow, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<dialog>>
$Player_alias pulls out the little purple shard and holds it aloft, a tremble shooting up $her arm as $her hand closes into a tight fist. At once, glittering dust puffs from between $her fingers, accompanied by a brief flash and a leaking cloud of glistening lavender fog. Exhaling slowly, $she shuts $her eyes and sharply inhales, that cloud swirling down $her arm as it disappears into $her body.
<br><br>
$She opens her eyes with a bright flare, a rush of energy coursing through $her body! <<= $Player_Heal>> Glow restored!
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - 1>>
<<if $C_Glow_Shard lte 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Glow Shard]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - 1>>
<<if $C_Glow_Shard lte 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glow_Shard_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glow_Shard_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glow_Shard_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glow_Shard_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Glow Shard">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Glow Shards">>
<</if>>
<<set $Consumable_Remove to "Glow Shard">>
<<set $Consumable_Remove_Position to $Glow_Shard_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - $Shop_Stack>>
<<if $C_Glow_Shard is 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glow_Shard>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<if $C_Glow_Shard is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glow_Shard_Icon>>
<<set $I_C_D_Temp to "Glow Shard">>
<<set $I_C_T_Temp to "Glow Shard">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glow_Shard is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Glow_Shard_Position to $I_C_P>>
<<set $C_Glow_Shard to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
$Player_alias puts some cover between $herself and <<= $Enemy_article>>, scrabbling to grab the shard and hold it aloft. $She quickly crushes it in $her hand and holds $her fist close to $her chest, eager to absorb the resulting cloud of glittering Glow as swiftly as $she can. $She inhales deeply as it filters through $her body...
<br><br>
A rush of energy shoots through $her body and mind! $She exhales sharply, restoring <<= $Player_Heal>> Glow!
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$Sober_Strobe_Icon]]<<nobr>>
<br>Sober Strobe | $C_Sober_Strobe in possession
<br><br>
<b>Type:</b> Focuser. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A slender, pen-like cylinder with a retractable cap that, when pulled, exposes a small diode. Simply point towards one's eyes and squeeze: a brief scan will commence before a series of rapid pulses and flickering lights works to rapidly re-align brainwaves to get the user focused on what they're meant to be doing. Particularly randy users report a sharp but mercifully brief headache upon use: thus, some refer to the device as 'the Bonk'.
<br><br>
While initially invented to tackle workplace intoxication in tandem with a accompanying pill, the Strobe was found to function marvellously as a sort of 'anti horny' wand. This model is one-use, designed to be discrete: once its task is complete, it will disintegrate via an onboard nanotech kamikaze protocol. This also means that the manufacturers can sell you more of them!
<br><br>
<<set $Player_Heal to ($Player_focus_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_focus_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Focus. (20% Max Focus, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<dialog>>
$Player_alias sighs as $she pulls out the slender little tube, twisting the cap and watching as it extends upwards to reveal the diode hidden within. Taking a deep breath, $she squeezes down on the center of the device to trigger it: a red wide-beam scanning laser shoots up and trails down her body, then back up. After a little deep, the diode erupts into a colourful parade of flashing lights, making $Player_alias sag $her shoulders and relax $her expression... $she blinks, the process already finished, the haze lifted from $her mind as the device disintegrates in her hand.
<br><br>
$She rubs the back of $her neck, pondering her next move. <<= $Player_Heal>> Focus restored!
<</dialog>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - 1>>
<<if $C_Sober_Strobe lte 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Sober Strobe]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - 1>>
<<if $C_Sober_Strobe lte 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Sober_Strobe_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Sober_Strobe_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Sober_Strobe_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Sober_Strobe_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Sober Strobe">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Sober Strobes">>
<</if>>
<<set $Consumable_Remove to "Sober Strobe">>
<<set $Consumable_Remove_Position to $Sober_Strobe_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - $Shop_Stack>>
<<if $C_Sober_Strobe is 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Sober_Strobe>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
$Player_alias scrambles for cover, nearly dropping the slender, smooth-shelled cylinder when $she yanks it out from a pocket. Exhaling sharply, $she pops the cap and mentally hurries the shielded diode to rise faster... then presses down, hard, staring into the flashing emitter. $She blinks hazily as the device begins to disintegrate in $her hands, the brief hypnosis already completed... $she feels the haze of horny clearing before $her eyes!
<br><br>
Slipping from cover, $Player_alias faces $her foe with renewed attention. Restored <<= $Player_Heal>> Focus!
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<if $C_Sober_Strobe is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Sober_Strobe_Icon>>
<<set $I_C_D_Temp to "Sober Strobe">>
<<set $I_C_T_Temp to "Sober Strobe">>
<<set $I_C_S_Temp to 1>>
<<if $C_Sober_Strobe is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Sober_Strobe_Position to $I_C_P>>
<<set $C_Sober_Strobe to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>
<<set $Shop_Reaction to "default">>
<<set $Shop_Affection to $M4X_Shop_Affection>>
<<set $Shop_Yearn_1 to "Nothing">>
<<set $Shop_Yearn_2 to "Nothing">>
<<set $Shop_Yearn_3 to "Nothing">>
<<set $Shop_Yearn_4 to "Nothing">>
<<set $Shop_Yearn_5 to "Nothing">>
<<set $Shop_Yearn_6 to "Nothing">>
<<set $Shop_Yearn_7 to "Nothing">>
<<set $Shop_Yearn_8 to "Nothing">>
<<set $Shop_Yearn_9 to "Junk">>
<<set $Shop_Yearn_10 to "Nothing">>
<<set $Shop_Interest_1 to "Simple Weapon">>
<<set $Shop_Interest_2 to "Advanced Weapon">>
<<set $Shop_Interest_3 to "Nothing">>
<<set $Shop_Interest_4 to "Nothing">>
<<set $Shop_Interest_5 to "Nothing">>
<<set $Shop_Interest_6 to "Nothing">>
<<set $Shop_Interest_7 to "Nothing">>
<<set $Shop_Interest_8 to "Combat Item">>
<<set $Shop_Interest_9 to "Nothing">>
<<set $Shop_Interest_10 to "Precious">>
<<set $Shop_Disinterest_1 to "Nothing">>
<<set $Shop_Disinterest_2 to "Nothing">>
<<set $Shop_Disinterest_3 to "Clothing">>
<<set $Shop_Disinterest_4 to "Armour">>
<<set $Shop_Disinterest_5 to "Accessory">>
<<set $Shop_Disinterest_6 to "Medical">>
<<set $Shop_Disinterest_7 to "Tool">>
<<set $Shop_Disinterest_8 to "Nothing">>
<<set $Shop_Disinterest_9 to "Nothing">>
<<set $Shop_Disinterest_10 to "Nothing">>
<<set $Shop_Hate_1 to "Nothing">>
<<set $Shop_Hate_2 to "Nothing">>
<<set $Shop_Hate_3 to "Nothing">>
<<set $Shop_Hate_4 to "Nothing">>
<<set $Shop_Hate_5 to "Nothing">>
<<set $Shop_Hate_6 to "Nothing">>
<<set $Shop_Hate_7 to "Nothing">>
<<set $Shop_Hate_8 to "Nothing">>
<<set $Shop_Hate_9 to "Nothing">>
<<set $Shop_Hate_10 to "Nothing">>
<<set $Shop_Reaction_Text to "">>
<<set $Shop_Love_Text to 'The very moment that Mio presents the $Shop_Item_Name do the cartoon eyes of M4X‘s avatar dilate into comedically large saucers. <span style="color:#efeae1">"Wow... wow!!... That‘s so pretty!"</span> she gasps, reaching up to rub her cheeks as she fawns over the piece of junk. <span style="color:#efeae1">"I can give you $Player_temp credits for it!! Oooh, say yes!"</span>'>>
<<set $Shop_Like_Text to 'Mio presents the $Shop_Item_Name for M4X to inspect. Her raccoon avatar rubs its hands together with a mischevious grin. <span style="color:#efeae1">"Hmm... yeah, I can take that! How does this sound?"</span> she nods twice, pointing above her head as a figure pops up: $Player_temp credits.'>>
<<set $Shop_Dislike_Text to 'As Mio presents the $Shop_Item_Name for M4X‘s inspection, her raccoon avatar flops into a sitting position and crosses it arms, contemplating. <span style="color:#efeae1">"Hrmm... it‘s ok, I guess. I can offer you... huuuuh... $Player_temp credits?"</span> she shrugs, that figure ballooning into life in vibrant font above her head.'>>
<<set $Shop_Hate_Text to "Ishouldn'tevenbetriggeringthistext!">>
<<set $Shop_Sale_Text to '<span style="color:#efeae1">"Bought ‘n paid for! Thanks for the custom, chum!"</span>'>>
<<set $Shop_No_Sale_Text to '<span style="color:#efeae1">"Aw, really? Well, it ain‘t like I‘m going anywhere if‘n you change your mind."</span>'>>
<</nobr>>[img[$Acid_Grenade_Icon]]<<nobr>>
<br>Acid Grenade | $C_Acid_Grenade in possession
<br><br>
<b>Type:</b> Offensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
A suspiciously bulging can of 'GlipDrip' brand soda. This 'grenade' has been cobbled together by the vending machine M4X. Left to her own devices during the outbreak, she took it upon herself to devise an extra method of self-defense, should the need arise. Stocking a variety of drinks for a variety of biological needs, it turns out that if you mix a bit of this and a touch of that... the result is quite harmful to tentacle-kind.
<br><br>
Now the fruits of her labour are available to Mio. Just shake well, pull the tab, and toss that soda! But don't drink it.
<br><br>
Deals acid-aspected damage to a foe in combat, base damage 2d4+1, scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Acid Grenade]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Acid_Grenade to $C_Acid_Grenade - 1>>
<<if $C_Acid_Grenade lte 0>>
<<set $Acid_Grenade_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Acid_Grenade_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Acid_Grenade_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Acid_Grenade_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Acid_Grenade_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Acid Grenade">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Acid Grenades">>
<</if>>
<<set $Consumable_Remove to "Acid Grenade">>
<<set $Consumable_Remove_Position to $Acid_Grenade_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<include "Remove Consumable">>
<<set $C_Acid_Grenade to $C_Acid_Grenade - $Shop_Stack>>
<<if $C_Acid_Grenade is 0>>
<<set $Acid_Grenade_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Acid_Grenade>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<if $C_Acid_Grenade is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Acid_Grenade_Icon>>
<<set $I_C_D_Temp to "Acid Grenade">>
<<set $I_C_T_Temp to "Acid Grenade">>
<<set $I_C_S_Temp to 1>>
<<if $C_Acid_Grenade is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Acid_Grenade_Position to $I_C_P>>
<<set $C_Acid_Grenade to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 1>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d4">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "acid">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls the pin on the makeshift grenade, which immediately begins to fizz and throb in $her hand! $She tosses it overarm!
<br><br>
<<if $Player_success is 0>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
$Player_alias misses <<= $Enemy_article>>! The explosion grazes! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks as the fizzy grenade goes off all over <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks for cover as the fizzy grenade explodes right in front of <<= $Enemy_article>>! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>>[img[$Redline_Icon]]<<nobr>>
<br>Redline | $C_Redline in possession
<br><br>
<b>Type:</b> Offensive Drug. || <b>Usage:</b> Combat (In combat only)
<br><br>
A vial of something red, bubbling, and suspiciously blood-like, all contained in a snappable plastic casing. When snapped thusly, a secondary chemical cocktail is released into the main reservoir, combining with the crimson goop and activating it. If consumed swiftly afterwards, the resulting rush to one's system has been favourably compared to downing ten cups of coffee, making out with your biggest crush and surviving a direct hit of lightning all in the span of five minutes.
<br><br>
The downsides, of course, are the tremendous hit to one's mental faculties.
<br><br>
Boosts damage for the rest of the fight by an unstable amount (1-3 per-attack), but substantially damages Focus.
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<if $Redline_Cooldown isnot 1>>
<<link [[Use->Combat Consumable Redline]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Redline_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Redline to $C_Redline - 1>>
<<if $C_Redline lte 0>>
<<set $Redline_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<<else>>
<s>Use</s> -- A second dose would cause severe Brain-Explosion!
<</if>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Redline_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Redline_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Redline_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Redline_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Redline">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Redlines">>
<</if>>
<<set $Consumable_Remove to "Redline">>
<<set $Consumable_Remove_Position to $Redline_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Redline_Position>>
<<include "Remove Consumable">>
<<set $C_Redline to $C_Redline - $Shop_Stack>>
<<if $C_Redline is 0>>
<<set $Redline_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Redline>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Redline_Cooldown to 1>>
<<= $Player_alias>> brings up the plastic capsule of bubbling crimson goop and, with a grimace, snaps it. The chemicals within mix and begin to to swirl a blazing pink before $she snaps off the end and downs it, shuddering as the stuff within immediately kicks into $her system.
<br><br>
$She nearly falls over flat on $her ass when the jolt of energy hits $her like a truck... and when a dozen intrusive thoughts rush through $her head as chemicals cross and instinctive reactions trip over one another. $She shakes her head and tries to focus on the fight...
<br><br>
<<set $Player_temp to $Player_focus_max * 0.35>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_focus to Math.clamp ($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<if $Player_focus lte 0>>
... As $her vision clouds over with a pink haze, $Player_alias just barely registers that this might have been a terrible idea before $her knees clamp together and $she begins to quiver on the spot, heart - and loins - racing. <br><br>
<</if>>
<<= $Player_alias>> is dosed with Redline! Damage boosted for the rest of the fight! Focus damaged by <<= $Player_temp>>! <br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Redline_Position>>
<<if $C_Redline is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Redline_Icon>>
<<set $I_C_D_Temp to "Redline">>
<<set $I_C_T_Temp to "Redline">>
<<set $I_C_S_Temp to 1>>
<<if $C_Redline is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Redline_Position to $I_C_P>>
<<set $C_Redline to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>
<<set $Shop_Reaction to "default">>
<<set $Shop_Affection to $iRIS_Shop_Affection>>
<<set $Shop_Yearn_1 to "Nothing">>
<<set $Shop_Yearn_2 to "Nothing">>
<<set $Shop_Yearn_3 to "Nothing">>
<<set $Shop_Yearn_4 to "Nothing">>
<<set $Shop_Yearn_5 to "Nothing">>
<<set $Shop_Yearn_6 to "Nothing">>
<<set $Shop_Yearn_7 to "Nothing">>
<<set $Shop_Yearn_8 to "Nothing">>
<<set $Shop_Yearn_9 to "Nothing">>
<<set $Shop_Yearn_10 to "Precious">>
<<set $Shop_Interest_1 to "Simple Weapon">>
<<set $Shop_Interest_2 to "Advanced Weapon">>
<<set $Shop_Interest_3 to "Clothing">>
<<set $Shop_Interest_4 to "Nothing">>
<<set $Shop_Interest_5 to "Accessory">>
<<set $Shop_Interest_6 to "Medical">>
<<set $Shop_Interest_7 to "Nothing">>
<<set $Shop_Interest_8 to "Nothing">>
<<set $Shop_Interest_9 to "Nothing">>
<<set $Shop_Interest_10 to "Nothing">>
<<set $Shop_Disinterest_1 to "Nothing">>
<<set $Shop_Disinterest_2 to "Nothing">>
<<set $Shop_Disinterest_3 to "Nothing">>
<<set $Shop_Disinterest_4 to "Armour">>
<<set $Shop_Disinterest_5 to "Accessory">>
<<set $Shop_Disinterest_6 to "Nothing">>
<<set $Shop_Disinterest_7 to "Nothing">>
<<set $Shop_Disinterest_8 to "Nothing">>
<<set $Shop_Disinterest_9 to "Nothing">>
<<set $Shop_Disinterest_10 to "Nothing">>
<<set $Shop_Hate_1 to "Nothing">>
<<set $Shop_Hate_2 to "Nothing">>
<<set $Shop_Hate_3 to "Nothing">>
<<set $Shop_Hate_4 to "Nothing">>
<<set $Shop_Hate_5 to "Nothing">>
<<set $Shop_Hate_6 to "Nothing">>
<<set $Shop_Hate_7 to "Tool">>
<<set $Shop_Hate_8 to "Combat Item">>
<<set $Shop_Hate_9 to "Junk">>
<<set $Shop_Hate_10 to "Nothing">>
<<set $Shop_Reaction_Text to "">>
<<set $Shop_Love_Text to '$Player_alias holds the $Shop_Item_Name up for iRIS to inspect, and her shopkeeping poker face immediately fails. She can‘t keep the adoration off of her expression! <span style="color:#f4dcdc">"Oh my... I must confess, I am rather smitten!"</span> she confesses with a yearning sigh, shifting her display around to behold it from different angles. <span style="color:#f4dcdc">"I‘d be delighted to offer you $Player_temp credits for it."</span>'>>
<<set $Shop_Like_Text to 'Mio presents the $Shop_Item_Name for iRIS to inspect, and it seems that she approves more or less right away. Her face curls into a pleasant smile. <span style="color:#f4dcdc">"That‘s an agreeable item. How does this sound?"</span> she tilts her head - or rather, face - as a number appears before her: $Player_temp credits.'>>
<<set $Shop_Dislike_Text to 'Mio offers the $Shop_Item_Name for inspection, but iRIS purses her lips to one side, very much looking like someone trying and failing not to look rude about something. <span style="color:#f4dcdc">"It‘s really not my sort of thing, but... I could offer you $Player_temp credits?"</span> she suggests, keeping her tone soft, as though worried about insulting Mio.'>>
<<set $Shop_Hate_Text to 'When Mio presents the $Shop_Item_Name before iRIS, the advanced vending machine can‘t help but grimace slightly. <span style="color:#f4dcdc">"Oh, heavens no. Not for me. If you absolutely must offload it, then... $Player_temp credits, not a single credit higher."</span> she insists, her tone gentle but firm - no negotiating.'>>
<<set $Shop_Sale_Text to '<span style="color:#f4dcdc">"A pleasure doing business with you, Mio."</span>'>>
<<set $Shop_No_Sale_Text to '<span style="color:#f4dcdc">"Oh? Very well, Mio. I understand. If you change your mind, I shall be here."</span>'>>
<</nobr>><<nobr>><<set $speech_passage to "iRIS Shop">>
<<if $Shop_First is 1>>
iRIS miniaturizes her displayed face in order to make room for the objects contained within her 'body'. As Mio's eyes fall upon sectors within, the gel selectively clears in opacity, allowing her to inspect them freely, iRIS tracking her eyes to accomplish this. <span style="color:#f4dcdc">"Do take your time!"</span>
<<else>>
iRIS opens up the chosen compartment, the contents of which are conveyed forwards as the sector fills up from behind. A small shelf is formed with Mio's selection upon it, ready to be taken. <span style="color:#f4dcdc">"Much obliged!"</span>
<</if>>
<br><br>
<<set $Shop_Buy_1 to 28>>
<<set $Shop_Buy_1 to $Shop_Buy_1 * $Shop_Affection>>
<<set $Shop_Buy_1 to $Shop_Buy_1 * $Shop_Season>>
<<set $Shop_Buy_1 to Math.round($Shop_Buy_1)>>
[img[$Smart_Pill_Icon]] -- <b>Smart Pill</b> -- An advanced healing item. -- $Shop_Buy_1 Credits. <<link "Inquire">>
<<dialog>>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>><</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#f4dcdc">"They say there’s no such thing as a cure-all, but for $Shop_Buy_1 credits you can prove them wrong! Oh, and it might save you from doom and destruction."</span>
<br><br>
Restores $Player_Heal HP. (50% Max HP, + 5% per Wits up to 25%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_1>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Smart Pill Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_1>>
<<set $Shop_Product to "Smart Pill">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_2 to 25>>
<<set $Shop_Buy_2 to $Shop_Buy_2 * $Shop_Affection>>
<<set $Shop_Buy_2 to $Shop_Buy_2 * $Shop_Season>>
<<set $Shop_Buy_2 to Math.round($Shop_Buy_2)>>
[img[$Glow_Crystal_Icon]] -- <b>Glow Crystal</b> -- A large Glow-restoring crystal. -- $Shop_Buy_2 Credits. <<link "Inquire">>
<<dialog>>
<<set $Player_Heal to ($Player_glow_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_glow_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_glow_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#f4dcdc">"There’s something oddly poetic about the potential for life concealed within the act of destroying this crystal, is there not?"</span>
<br><br>
Restores $Player_Heal Glow. (50% Max Glow, + 5% per Wits up to 25%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_2>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Glow Crystal Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_2>>
<<set $Shop_Product to "Glow Crystal">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_3 to 30>>
<<set $Shop_Buy_3 to $Shop_Buy_3 * $Shop_Affection>>
<<set $Shop_Buy_3 to $Shop_Buy_3 * $Shop_Season>>
<<set $Shop_Buy_3 to Math.round($Shop_Buy_3)>>
[img[$Silence_Thought_Icon]] -- <b>Silence Thought</b> -- An advanced focus-restoring item. -- $Shop_Buy_3 Credits. <<link "Inquire">>
<<dialog>><<set $Player_Heal to ($Player_focus_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_focus_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_focus_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_focus_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<span style="color:#f4dcdc">"This is rather heavy duty, just to warn you. There’s never been a confirmed case of ‘Total Brain Erasure’, but try not to be the first."</span>
<br><br>
Restores $Player_Heal Focus. (50% Max Focus, + 4% per Wits up to 20%)<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_3>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Silence Thought Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_3>>
<<set $Shop_Product to "Silence Thought">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_4 to 38>>
<<set $Shop_Buy_4 to $Shop_Buy_4 * $Shop_Affection>>
<<set $Shop_Buy_4 to $Shop_Buy_4 * $Shop_Season>>
<<set $Shop_Buy_4 to Math.round($Shop_Buy_4)>>
[img[$Unstable_Power_Core_Icon]] -- <b>Unstable Power Core</b> -- An improvised radiation bomb grenade. -- $Shop_Buy_4 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#f4dcdc">"I’ll be honest with you, Mio – this is a batch of defective power cores. But you seem like the inventive type! So I’ll let you have them for an absolute bargain."</span>
<br><br>
Deals radiation to a foe in combat, base damage 3d4, partially ignoring armour and scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_4>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Unstable Power Core Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_4>>
<<set $Shop_Product to "Unstable Power Core">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<set $Shop_Buy_5 to 40>>
<<set $Shop_Buy_5 to $Shop_Buy_5 * $Shop_Affection>>
<<set $Shop_Buy_5 to $Shop_Buy_5 * $Shop_Season>>
<<set $Shop_Buy_5 to Math.round($Shop_Buy_5)>>
[img[$Leathegg_Icon]] -- <b>Leathegg</b> -- A 'snack' that boosts Toughness but lowers Agility. -- $Shop_Buy_5 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#f4dcdc">"I’ll be honest, I only stock these for a very particular customer who works here. But they weren’t on shift when the outbreak began, so… I’m sure they won’t mind. I do find them rather creepy little things, though..."</span>
<br><br>
Raises Toughness considerably with a decaying 4-turn buff. Decreases Agility somewhat with a recovering 2-turn debuff.
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_5>>
<<if $Inventory_c_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Leathegg Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_5>>
<<set $Shop_Product to "Leathegg">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<<if ndef $Resolver_Location>>
<<set $Shop_Buy_6 to 110>>
<<set $Shop_Buy_6 to $Shop_Buy_6 * $Shop_Affection>>
<<set $Shop_Buy_6 to $Shop_Buy_6 * $Shop_Season>>
<<set $Shop_Buy_6 to Math.round($Shop_Buy_6)>>
[img[$Resolver_Icon]] -- <b>Resolver</b> -- A powerful energy revolver. A subweapon -- $Shop_Buy_6 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#f4dcdc">"Now, you may be wondering why I have a very powerful hand cannon for sale. To which I ask: do you really want to ask why, when you could be asking how much?"</span>
<br><br>
[img[$Resolver_Icon]]
Nightgrove <b>Resolver</b>
<br><br>
<b>Damage range:</b> 1d6 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 1 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Energy Pistol || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Energy || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Attacks:</b> Blaster || Bullet Rain
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_6>>
<<if $Inventory_sw_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Resolver Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_6>>
<<set $Shop_Product to "Resolver">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<</if>>
<<if ndef $Reactive_Biosuit_Location>>
<<set $Shop_Buy_7 to 225>>
<<set $Shop_Buy_7 to $Shop_Buy_7 * $Shop_Affection>>
<<set $Shop_Buy_7 to $Shop_Buy_7 * $Shop_Season>>
<<set $Shop_Buy_7 to Math.round($Shop_Buy_7)>>
[img[$Reactive_Biosuit_Icon]] -- <b>Reactive Biosuit</b> -- A biomechanical armour to enhance the wearer’s abilities -- $Shop_Buy_7 Credits. <<link "Inquire">>
<<dialog>>
<span style="color:#f4dcdc">"Now, this is very much in the prototype stages, but… late prototype! Enough so that I’m authorized to allow you an exclusive early access deal and discount on it, actually!"</span>
<br><br>
[img[$Reactive_Biosuit_Icon]]
TentaCo <b>Reactive Biosuit</b>
<br><br>
<b>Defense:</b> + 1 || <b>Dodge:</b> + 2 || <b>Shield:</b> + 5
<br>
<b>Sex Appeal</b>: + 3 || <b>Intimidation</b>: + 2
<br>
<b>Specs:</b> + Piercing def, + Acid def, + Poison Def, + Poison status resist, + Soft status resist
- Slashing def, - Heat def, - Burning status resist, - Charm status resist
<</dialog>>
<</link>> -
<<if $Player_gold gte $Shop_Buy_7>>
<<if $Inventory_cl_slots_filled gte 30>>
<s>Purchase</s> (Item bag full!)
<<else>>
<<link "Purchase" "iRIS Shop">>
<<include "Reactive Biosuit Pickup">>
<<set $Player_gold to $Player_gold - $Shop_Buy_7>>
<<set $Shop_Product to "Reactive Biosuit">>
<</link>>
<</if>>
<<else>>
<s>Purchase</s> (Can't afford!)
<</if>>
<br>
<</if>>
<br><br>
<<set $Shop_First to 0>>
<<include "iRIS Speech">>
<</nobr>><<set $speech_passage to "iRIS Outbreak">><span style="color:#E5CEF3">"Have you seen anyone who evaded the outbreak?"</span> Mio inquires, turning on the spot to face each of the doors in this annex chamber in turn. There's a lot of ground to cover... ugh. When she arrives back at iRIS, she's disappointed to find that her foxxy avatar has adopted a rather morose expression - one that borders on shame.
<span style="color:#ffc0e2">"I am afraid I have not. As I am a prototype with a considerable credit-sum invested into my testing phase, there are certain parameters I must obey in certain events... and in the event of an outbreak, my orders were to lock myself down thoroughly. This blinded me to my surroundings. I was only able to override these orders when the infestation breached these defences, advancing me into a state of active defence, rather than passive."</span> iRIS explains, her projected image casting a gaze around the infested room. She shakes her head and sighs, her springy, fluffy ears flattening sadly.
<span style="color:#ffc0e2">"Therefore... I raised my lockdown to find myself alone, save for the occasional foolhardy tentacle or enamoured Glob. The latter of which is somewhat flattering, in an odd way-- but I digress... I didn't get to see where anyone might have ended up."</span> she confesses, casting her gaze downwards.
<span style="color:#E5CEF3">"You're being harsh on yourself for something beyond your control. You're speaking to a fellow machine, remember? We don't always get a say in things..."</span> Mio tuts at herself, looking down at her Gynoid-salvaged torso with a grumble. Still, the assuring tone gets through to iRIS; her display seems to cheer up, giving a grateful nod.
<<include "iRIS Speech">><<set $speech_passage to "iRIS Goo">><span style="color:#E5CEF3">"Can I ask about the... goo?"</span> Mio cautiously asks, tilting her body from side to side to get different angles into the translucent gel that comprises much of iRIS' construction. The Kitsune-faced machine's avatar nods happily, not offended in the slightest.
<span style="color:#ffc0e2">"Of course! I'll be happy to answer your questions, but I can start with a rundown. As mentioned, I'm a prototype created by this company: more specifically, one based off of byproduct and repurposing conceptualizations. By now, you've likely heard of or even directly encountered the 'Glob'-type goo monster. I am mostly comprised of the same artificial slime substance, albeit modified as a better insulator of temperature."</span> she explains, her head shifting from row to row as she does so, pointing with her eyes as she makes sections of the menu display fade away to reveal the calmly roiling goop beneath it.
<span style="color:#ffc0e2">"With a two-fold processing system - the main unit stored in this shell, with a smaller mobile unit akin to a Glob's core within the 'goo' substance, as you call it - I have full control over the composition and position of every last drop. This allows me to make rapid and stable alterations to project any image of my choosing, allowing for advanced customer-company communication."</span> she goes on, pausing here with a look towards Mio that invites further questioning.
<span style="color:#E5CEF3">"Well, I can certainly see how animated you are, but... why a vending machine? And isn't everything covered in... well, goo?"</span> Mio asks with a grimace, but iRIS doesn't look offended in the slightest.
<span style="color:#ffc0e2">"Highly efficient refrigeration, for one. After a small energy expenditure to provide initial cooling, I can maintain low, storage-suitable temperatures. Furthermore, each product I host is protected by a bio-dissolvable film - while my goo is sterile, this further prevents any worries of 'contamination'. An upgrade is in the works that will allow me to further insulate myself internally, allowing for shielded raising of temperatures to cook products on the spot, further expanding my inventory of food and drink! Furthermore, the amount of expression and semi-intelligent 'thought' I am capable of is done on a much smaller demand for energy than typical computing means: I'm as efficient as an organic brain."</span> iRIS explains cheerfully as she reduces the pigmentation of one sector of her window, revealing a colourful canned drink in a perfectly translucent square. <span style="color:#ffc0e2">"I understand if the current situation at this facility has given you a negative view of TentaCo, but take it from me: they are committed to doing good for all the Galaxy... not just those of a sexually liberated mindset."</span>
<span style="color:#E5CEF3">"That's a fairly extensive feature set."</span> Mio admits, electing to ignore the pro-company lines towards the end - a brief glance over her shoulder gives her an eyeful of roiling purple infestation as a silent but effective counterargument. <span style="color:#E5CEF3">"Is there anything else?"</span>
<span style="color:#ffc0e2">"Hmm... oh! I'm also equipped to deal with vandals and would-be thieves."</span> iRIS announces happily!... before her face turns mischievous - almost intimidating! - even as it distorts and fades, the entire mass of goo bubbling for a moment before it springs towards Mio! The Android lets out a soft but startled gasp as a hand that dwarfs her in size forms out of the goop, threatening to close around her!... but mercifully, it returns to the machine's shell and flattens back out, iRIS' face returning with an apologetic giggle. Mio bristles more than slightly, her glare communicating her displeasure.
<span style="color:#E5CEF3">"You could have asked before that little 'demonstration'! I'm jumpy enough as it is..."</span> the Synthetic huffs, arms crossing-- only for her to flinch and lower them again, reminding herself not to leave herself vulnerable out in hostile territory. iRIS hums out a little giggle, though there's an apologetic edge to it.
<span style="color:#ffc0e2">"Apologies, honoured guest Mio! Though, if it is any consolation, I'm sure you'd look dashing on display in my inventory~."</span> she purrs, slyly smiling at Mio's wide-eyed shock in reaction. <span style="color:#ffc0e2">"Well, allow me to make it up to you. My range is limited, but... if you should happen to get into trouble close enough to me, just ask, and I'll give the miscreant a good slap for you."</span> she promises, forming a much smaller hand with its little finger raised up. A pinky swear.
Even Mio knows that a pinky swear is sacred. She rubs the back of her sculpted hair-helmet and huffs, but nods.
<b>If fighting within a few tiles of iRIS, the Context Move <i>'iRIS Punch'</i> is now accessible!</b> <<set $iRIS_Punch_Unlocked to 1>>
<<include "iRIS Speech">><<nobr>><<set $speech_passage to "iRIS Quest">><<set $MS_M4X_Quest to 2>>
<span style="color:#E5CEF3">"iRIS, do you know a vending machine, designation M4X?"</span> Mio inquires, hands on her hips. iRIS' projection lights up with a pleasant smile, her face bouncing as she imitates a nod.
<br><br>
<span style="color:#efeae1">"I do indeed! She was very polite, if not a little nervous. Cute, really. But not to patronize her, no no! She had some very beneficial insights into our work that I've found quite valuable on reflection. In truth, I find myself missing our little chats... I suppose one never knows what they have until it's gone, hmm? Oh-- I do hope she's doing alright! Why do you ask? She hasn't been vandalized by these awfully organic brutes, has she!?"</span> iRIS gasps, a wash of relief across her face when Mio shakes her head firmly, raising a hand to cut her off before she worries herself into a tizzy.
<br><br>
<span style="color:#E5CEF3">"No, nothing like that, she's fine. Giving anything that tries to nab a free sample from her stock a -zap-. I ask because she has a message to pass on to you. It's not much, just... hello, and how are you?"</span> Mio shrugs, smiling a little bashfully. Being a message girl is a little odd, but iRIS' broad smile in response is a pleasant enough reward for the little deed.
<br><br>
<span style="color:#f4dcdc">"Oh, how sweet! Hmmhmm... I don't mean to impose, but could I trouble you to bring back my reply? Tell her that I'm thrilled to hear from her and that I'm doing quite alright - despite my surroundings! I inquire that she's taking care of herself in turn? Also, Pawn to E4."</span> she concludes, leaving Mio frowning a little as she mentally records it all. Well, she could always just play it back, she supposes...
<br><br>
<span style="color:#E5CEF3">"Right. If I head back that way, I'll let her know."</span> Mio nods, glancing down south. This... might be a recurring thing in her immediate future...
<br><br>
<<include "iRIS Speech">>
<</nobr>><<nobr>>
<<if $iRIS_Punch gte 1 and $iRIS_Punch_Unlocked is 1 and $iRIS_Punch_Cooldown lte 0>>
<<link "iRIS Punch" "iRIS Punch">>
<<set $iRIS_Punch_Cooldown to 1>>
<</link>>
-- iRIS is in range! She can deliver a powerful Blunt-aspected smash attack, once-per-battle. <br>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<if $MS_M4X_Quest gte 6 and $Drone_Support_Cooldown lte 0>>
<<link "Summon Drones" "Summon Drones">>
<<set $Player_surprise_move to 0>>
<</link>>
-- Summon drones piloted by M4X and iRIS to deliver a punishing 15 damage, no-miss airstrike. Free Action.<br>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 4>>
<<set $Player_special_ability_accuracy to 4>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Player_damageroll to dice('3d3')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "blunt">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "unaspected">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<span style="color:#ffc0e2">"Guest Mio! I suggest you move."</span> iRIS chimes from her position against the west wall. Mio takes a step back!... right as a surging wall of pink-purple goop solidifies into a massive fist, about to slam into $Enemy_article mere inches from where she stood! <br><br>
<<if $Player_success is 0>>
iRIS misses <<= $Enemy_article>>! <<include "sp2">>
<<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
iRIS hits <<= $Enemy_article>> dead on! Her fist engulfs the foe before the force springs back, sending $Enemy_article flying! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
iRIS hits <<= $Enemy_article>> dead on! Her fist engulfs the foe before the force springs back, sending $Enemy_article flying, where a heavy impact against the far wall awaits... ouch! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_context_move to 0>>
<<if $iRIS_Punch gte 1 and $iRIS_Punch_Unlocked is 1 and $iRIS_Punch_Cooldown lte 0>>
<<set $Player_context_move to $Player_context_move + 1>>
<</if>>
<</nobr>>[img[$Glow_Crystal_Icon]]<<nobr>>
<br>Glow Crystal | $C_Glow_Crystal in possession
<br><br>
<b>Type:</b> Recharging. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A refined crystal imbued with Glow radiation, shaped like a kite-style diamond fragment. It glows a soft lavender tone, bathing one's fingers in weak light when held. When crushed with sufficient force, this fragile crystal shatters and releases that stored energy, ready to be absorbed by any appropriate vessel - living or otherwise. While this method has remained largely unchanged since its discovery in Terra's age of rebuilding, such shards were harvested from natural outcrops back then: Nowadays they are created in synthetic environments and sold in a variety of markets.
A refined crystal imbued with Glow radiation, shaped roughly like a teardrop with a smoothed spire jutting out of it from an angle. While imperfect, its surface is wonderfully smooth to the touch, and it glows with a bright purple glow, enough so that it shines through one's fingers in a closed fist. When crushed with sufficient force, the crystal shatters and released its stored energy in a state fit for absorption by organic life or Glowtek batteries. This particular crystal is obviously farm-grown, likely from one of the facilities set up in the jagged Rad Temples found scattered around Terra - Man's undoing, Varied Kind's saviour.
<br><br>
<<set $Player_Heal to ($Player_glow_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_glow_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_glow_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Glow. (50% Max Glow, + 5% per Wits up to 25%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<dialog>>
$Player_alias pulls out the purple crystal and holds it aloft, a sharp shudder shooting up $her arm as $she crushes it with force. At once, glittering dust puffs from between $her fingers, accompanied by a bright, lingering flash and a leaking cloud of glistening purple fog. Exhaling slowly, $she shuts $her eyes and sharply inhales, that cloud swirling down $her arm as it disappears into $her body.
<br><br>
$She opens her eyes with a bright flare, a rush of energy coursing through $her body, shunted out as waste light from $her eyes and mouth before it fades away with grace. <<= $Player_Heal>> Glow restored!
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Crystal_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Crystal to $C_Glow_Crystal - 1>>
<<if $C_Glow_Crystal lte 0>>
<<set $Glow_Crystal_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Glow Crystal]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Glow_Crystal_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Crystal to $C_Glow_Crystal - 1>>
<<if $C_Glow_Crystal lte 0>>
<<set $Glow_Crystal_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glow_Crystal_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glow_Crystal_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glow_Crystal_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glow_Crystal_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (13 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Glow Crystal">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Glow Crystals">>
<</if>>
<<set $Consumable_Remove to "Glow Crystal">>
<<set $Consumable_Remove_Position to $Glow_Crystal_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Crystal_Position>>
<<include "Remove Consumable">>
<<set $C_Glow_Crystal to $C_Glow_Crystal - $Shop_Stack>>
<<if $C_Glow_Crystal is 0>>
<<set $Glow_Crystal_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glow_Crystal>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Glow_Crystal_Position>>
<<if $C_Glow_Crystal is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glow_Crystal_Icon>>
<<set $I_C_D_Temp to "Glow Crystal">>
<<set $I_C_T_Temp to "Glow Crystal">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glow_Crystal is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Glow_Crystal_Position to $I_C_P>>
<<set $C_Glow_Crystal to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
$Player_alias puts some cover between $herself and <<= $Enemy_article>>, scrabbling to grab the crystal and hold it aloft. $She quickly crushes it in $her hand and holds $her fist close to $her chest, eager to absorb the resulting cloud of glittering Glow as swiftly as $she can. $She inhales deeply as it filters through $her body...
<br><br>
A rush of energy shoots through $her body and mind! $She exhales sharply, restoring <<= $Player_Heal>> Glow! $Her skin has a healthy shine to it, too: literally.
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$Silence_Thought_Icon]]<<nobr>>
<br>Silence Thought | $C_Silence_Thought in possession
<br><br>
<b>Type:</b> Focuser. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A heavy-duty version of the 'Sober Strober', the Silence Thought Device - more commonly known as just Silence Thought - has been described by its promoters as a sort of 'mental reboot' device for situations where the base model's more gentle approach just doesn't quite cut it. It's described by its begruding userbase - inarguably more accurately - as an attempted mugging for your brain.
<br><br>
Featuring a significantly large emitter than the base model, the Silence Thought wand is less concealable due to the bulbous 'knot' of this powerful beacon. It also features a rubbersized grip to lessen the chance of the user dropping it when their mind is briefly shattered into a thousand pieces.
<br><br>
<<set $Player_Heal to ($Player_focus_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_focus_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_focus_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_focus_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Focus. (50% Max Focus, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<dialog>>
$Player_alias sighs as $she pulls out the slender little tube, twisting the cap and watching as it extends upwards to reveal the diode hidden within. Taking a deep breath, $she squeezes down on the center of the device to trigger it: a red wide-beam scanning laser shoots up and trails down her body, then back up. After a little deep, the diode erupts into a colourful parade of flashing lights, making $Player_alias sag $her shoulders and relax $her expression... $she blinks, the process already finished, the haze lifted from $her mind as the device disintegrates in her hand.
$Player_alias pulls the bulb-tipped wand from $her belongings with a sigh, grimacing slightly at the shielded emitter. Shaking $her head and resigning herself to an unpleasant short-term experience for the relief of a serene mind, $she pulls the cap off and keeps a tight grip on the provided rubber as $she turns the emitter to face herself. She squeezes tightly with her thumb, $her face briefly but aggressively bathed in swirling lights and flashes, leaving $her staring dumbfounded! Shaking $her head with vigour, $she recovers - but has to take a second to remember $her own name.
<br><br>
$She rubs the back of $her neck, pondering her next move. <<= $Player_Heal>> Focus restored!
<</dialog>>
<<set $Consumable_Update_Position to $Silence_Thought_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Silence_Thought to $C_Silence_Thought - 1>>
<<if $C_Silence_Thought lte 0>>
<<set $Silence_Thought_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Silence Thought]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Silence_Thought_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Silence_Thought to $C_Silence_Thought - 1>>
<<if $C_Silence_Thought lte 0>>
<<set $Silence_Thought_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Silence_Thought_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Silence_Thought_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Silence_Thought_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Silence_Thought_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (13 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Silence Thought device">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Silence Thought devices">>
<</if>>
<<set $Consumable_Remove to "Silence Thought">>
<<set $Consumable_Remove_Position to $Silence_Thought_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Silence_Thought_Position>>
<<include "Remove Consumable">>
<<set $C_Silence_Thought to $C_Silence_Thought - $Shop_Stack>>
<<if $C_Silence_Thought is 0>>
<<set $Silence_Thought_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Silence_Thought>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
$Player_alias scrambles for cover, nearly dropping the slender, smooth-shelled cylinder when $she yanks it out from a pocket. Exhaling sharply, $she pops the cap, exposing the barely-shieled emitter... then presses down, hard, staring into resulting apocalypse of flashing, swirling lights. $She blinks hazily as the device begins to disintegrate in $her hands, the brief hypnosis already completed... $she feels the haze of horny clearing before $her eyes!
<br><br>
Slipping from cover, $Player_alias faces $her foe with renewed attention, the bright flash of the device seemingly now reflected in $her eyes. Restored <<= $Player_Heal>> Focus!
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Silence_Thought_Position>>
<<if $C_Silence_Thought is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Silence_Thought_Icon>>
<<set $I_C_D_Temp to "Silence Thought">>
<<set $I_C_T_Temp to "Silence Thought">>
<<set $I_C_S_Temp to 1>>
<<if $C_Silence_Thought is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Silence_Thought_Position to $I_C_P>>
<<set $C_Silence_Thought to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Smart_Pill_Position>>
<<if $C_Smart_Pill is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smart_Pill_Icon>>
<<set $I_C_D_Temp to "Smart Pill">>
<<set $I_C_T_Temp to "Smart Pill">>
<<set $I_C_S_Temp to 1>>
<<if $C_Smart_Pill is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smart_Pill_Position to $I_C_P>>
<<set $C_Smart_Pill to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
$Player_alias dives into cover between $her and $Enemy_article, gritting her teeth and keeping an eye over $her shoulder as she blindly roots through $her belongings for the oversized capsule of a Smart Pill. Finding it and keeping a tight grip on it, $she pulls it out and shoves it roughly into $her mouth, biting down hard with a grimace at the putty-like texture and taste before it mercifully melts into slick nanofluid down $her throat.
<br><br>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The Smart Pill's nanomachines fail to complete their scan and silently, safely self-destruct!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage as the Smart Pill's healing turns into a burning sensation! $She can only endure it, scowling and clenching $her teeth with eyes watering!
<<set $Player_hp = Math.clamp($Player_hp - $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
Within seconds it begins to work its magic, $her injuries healing before $her eyes, restoring <<= $Player_Heal>> HP!
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$Smart_Pill_Icon]]<<nobr>>
<br>Smart Pill | $C_Smart_Pill in possession
<br><br>
<b>Type:</b> Healing. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A disturbingly large pill - disturbing, at least, until you learn that it's chewable. Indeed, swallowing it is not recommended in the slightest, though it would only be a temporary inconvenience if one did. Upon contact with saliva, the Smart Pill rapidly breaks down into liquid form and can be swallowed with ease, whereupon a degradable nanomachine swarm package enters the bloodstream at highspeed. One pass around the body creates a scan referenced against the closest match the database has to a prior patient, whereas the second scan attempts to reconcile differences: injuries, illnesses, foreign contaminants and so on. Before they degrade away into a harmless substance that the body will remove naturally, a full report is uploaded to the database to improve the product further: each Smart Pill taken makes all Smart Pills better.
<br><br>
<i>By using a Smart Pill, you agree to the terms of conditions as laid out by the Sera-Sera Corporation and absolve them of responsibility in the 1/100000000 likelihood of a 'Grey Goo' scenario.</i>
<br><br>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.05>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.05>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.5)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (50% Max HP, + 5% per Wits up to 25%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
$Player_alias hefts the unusually large pill up in her hand, gives it a slightly testing squeeze... then shrugs, popping it into $her mouth and biting down hard, its surface akin to dental putty - and about as appetizing. It rapidly breaks down into a liquid that trickles down $her throat until she hurries it along by swallowing, shivering at the strange, cool tingling it leaves behind.
<br><br>
A mere moment later, $Player_alias watches as her injuries are repaired from the inside out, as wonderous as it is disturbing, restoring <<= $Player_Heal>> HP!
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Pill_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Pill to $C_Smart_Pill - 1>>
<<if $C_Smart_Pill lte 0>>
<<set $Smart_Pill_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Smart Pill]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Smart_Pill_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Pill to $C_Smart_Pill - 1>>
<<if $C_Smart_Pill lte 0>>
<<set $Smart_Pill_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Smart_Pill_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Smart_Pill_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Smart_Pill_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Smart_Pill_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (13 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Smart Pill">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Smart Pills">>
<</if>>
<<set $Consumable_Remove to "Smart Pill">>
<<set $Consumable_Remove_Position to $Smart_Pill_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Pill_Position>>
<<include "Remove Consumable">>
<<set $C_Smart_Pill to $C_Smart_Pill - $Shop_Stack>>
<<if $C_Smart_Pill is 0>>
<<set $Smart_Pill_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Smart_Pill>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<if $C_Portable_MediStation is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Portable_MediStation_Icon>>
<<set $I_C_D_Temp to "Portable MediStation">>
<<set $I_C_T_Temp to "Portable MediStation">>
<<set $I_C_S_Temp to 1>>
<<if $C_Portable_MediStation is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Portable_MediStation_Position to $I_C_P>>
<<set $C_Portable_MediStation to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Portable_MediStation_Icon]]<<nobr>>
<br>Portable MediStation | $C_Portable_MediStation in possession
<br><br>
<b>Type:</b> Healing. || <b>Usage:</b> Complex (Out of combat only!)
<br><br>
A deployable Medical droid outfitted with tools and knowledge suitable for repair work on cyborgs and synthetics, as well as a wide variety of alien metaphysiologies. Upon activation of the traditional medkit-shaped machine, stilts emerge towards the ground and hold it aloft as it opens up, ready to work. It has a passable bedside manner - albeit one that swerves from irreverant to maudlin far too swiftly and often.
<br><br>
As is often the case with medical products, once the operator has been healed as efficiently as the MediStation can make them, it will harmlessly self-destruct. Harmless to the user, that is - less so to their budget.
<br><br>
<<set $Player_Heal to ($Player_hp_max * 0.85)>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (85% Max HP) <b>Cannot be used in combat scenarios due to complexity and time!</b>
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
$Player_alias pulls the Medistation box out and holds it in front of $herself, frowning as $she does so. $She finds the activation tab and gives it a tug: immediately the box sprouts four spindly legs that snap to the ground, prompting $her to let go. $Player_alias does so and steps back, watching as the box unfolds into an array of thin plasmetal alloy limbs, each tipped with a different medical device, surrounding an emitter from which springs a hologram. The image projected is that of a classical doctor, a facemask and poofed disposable theatre hat obscuring any obvious ethnicity or sex.
<br><br>
"What seems to be the problem, now?" it asks in a somewhat snippy tone, those many medical arms rising up intimidatingly. $Player_alias grumbles slightly, then begins to show the good Doctor where it hurts...
<br><br>
... Time passes...
<br><br>
"All in a day's work! Day afterr dayyyy afterrrrr dayyyyyyyy..." the MediStation slowly drones, its projector flickering off before the whole thing promptly collapses to the floor and combusts into a neat pile of white ash. $Player_alias stares at it for a moment, then decides not to think on it any further, focusing instead on how $she feels: better!<br><br>
Restored <<= $Player_Heal>> HP!
<</dialog>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Portable_MediStation to $C_Portable_MediStation - 1>>
<<if $C_Portable_MediStation lte 0>>
<<set $Portable_MediStation_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- Can't use this now, it's far too complex for combat!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Portable_MediStation_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Portable_MediStation_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Portable_MediStation_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Portable_MediStation_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (20 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Portable MediStation">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Portable MediStations">>
<</if>>
<<set $Consumable_Remove to "Portable MediStation">>
<<set $Consumable_Remove_Position to $Portable_MediStation_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<include "Remove Consumable">>
<<set $C_Portable_MediStation to $C_Portable_MediStation - $Shop_Stack>>
<<if $C_Portable_MediStation is 0>>
<<set $Portable_MediStation_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Portable_MediStation>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Visobarzi</b>
<br><b>Second Lives, Lived to Their Fullest</b>
</div>
<hrt><hr></hrt>
The Visobarzi are a nomadic alien Species of amphibious nature. They are often tall and slender and move with much grace. Their most defining feature would be their head tails, or 'Neurevu' (singular and plural) - all Visobarzi have at least one large prehensile tail extending from their heads in place of hair, with many possessing two, three or many smaller or shorter ones, with size and length usually depending on age and physical activity. They have colourful skin tones which may rarely exhibit patterns and two-tone changes akin to Terra's Amphibian Vari population, and they have expressive faces with big, bright eyes and sharp teeth behind smiling lips.
<br><br>
They often wear headbands to separate their faces from their Neurevu, and even Visobarzi without patterned bodies will usually possess facial patternings based on genetics, with almost all individuals possessing darkening of the brows and at least one stripe mirrored on either cheek. They have slightly recessed noses and very slender ears which flick and curve upwards, aking to a quotation mark on its side - rounded at the base, curved sharply at the end.
<br><br>
Visobarzi are identified easily in a crowd, even without taking into consideration their Neurevu. There are two common fashion statements among their people. One is their suits: due to their amphibious, sleek hides, their skin must be allowed to breathe and must stay hydrated. Many Visobarzi wear skintight suits made from special, water-breathable materials, and these often come with zips and other attachment methods for partial removal of panels to allow for exposing patterns down the limbs, front, back and sides. This well-compliments the Species' penchant for acrobatic proclivities, for even exposed panels will cling snugly enough to their bodies to prevent from becoming snagged. Many will further decorate these suits with colourful and often patterned sashes and hoods, which ties in to the other Visobarzi mainstay:
<br><br>
The masks. Visobarzi will almost all wear visor-equipped masks with seals that conform to the front of their heads, allowing their Neurevu to remain exposed for the purposes of prehensile activity and subtle body language in conversation with one another. In hazardous environments, of course, these can be safely concealed via additional coverings. To further facilitate communication, these visors are equipped with a variety of methods of expression, including but not limited to adjustable colour glow, image displaying, adjustable opacity, face-tracking, word display, automatic translation software, and HUD elements for a variety of purposes. It is very common to see these visors decorated with 'spines' along the edges, in mimicry of the guardian Species, the Neuvo.
<br><br>
The Visobarzi are sometimes thought of as aimless hedonists, and this may have a ring of truth to it. But the truth is that they are a Species given a second chance at life, and they intend to make the most of it. Their hedonism and vice are not selfish: in fact, they wish to spread them among the stars, to encourage all lifeforms to enjoy the time they have on this plane, to live and laugh and lust and love. They are accomplished entertainers of all sorts, but can apply themselves brilliantly to a number of practical applications, especially engineering - they fit where many others cannot, and always have a spacesuit handy.
<br><br>
Visobarzi have a specialized sac in their throats which enables them to emit vibrating croak 'purrs'. It is difficult for them to stifle this behaviour when inebriated, be this through booze, drugs, sex, or headpats.
<hrt><hr></hrt>
<<linkreplace "Visobarzi Origin">>
The Visobarzi stem from the same system as the Neuvo, but are significantly their Junior - not all Species step from the primordial swamps at the same time, though the emergence of the Visobarzi as compared to the Neuvo may be the single largest recorded length of time in a single system's sentience gap. Unfortunately for the Visobarzi, their planet was doomed; it suffered from an extending orbit, growing further from the system's sun with every full rotation, eventually doomed to grow too cold to sustain life.
<br><br>
Many Neuvo consider themselves the shepherds of the Galaxy, and it is often by their whims that planets doomed to succumb to a 'Great Filter' (challenges all Species must face on the road to becoming spacefaring) are spared or left to fend for themselves. But the case of the Visobarzi was nuanced and complex. They were born to the same system as the Neuvo, creating a potential problem of nepotism. They were extremely young for a sentient race (all things considered), but excelled in culture and arts. They were seen as a largely peaceful race - more than a few warmongering planets have been left to nuke themselves to death. The problem their planet faced could not be fixed, but they could adapt to overcome it... and on and on the debate raged, until just one Neuvo lost patience with his fellows.
<br><br>
He selected five individual Visobarzi at different points of the frigid planet and forged a mental link with them, explaining their plight and introducing himself simply as 'a friend'. Unifying the Species using these five individuals, he directed all Visobarzi on the planet to gather in large groups centred around each linked ally... and, with immense concentration the likes of which a Neuvo has never accomplished before or since, teleported the entire Species to a new world capable of sustaining them.
<br><br>
Defying the council was the least of his concerns, for the Neuvo perished in the act, his mind searing with the force of a solar flare. The five individuals to whom he was linked suffered greatly, but were informed of the risks years beforehand, and had accepted them. Only two survived, and not for long.
<br><br>
Swept from the jaws of oblivion, the Friend and his Chosen were elevated to the status of saints in the Visobarzi's eyes, honoured to this day with plays and poems and music and dance. An already artistic race became a roving carnival of life's pleasures, for none understand better than the Visobarzi that you only live once.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Names">>
Visobarzi names are extremely varied, but they follow a set pattern. The first name can be just about anything they please, and it is not uncommon for them to change it on a whim, even adopting the naming styles of other aliens that they've had positive relations with - Rakumo names are surprisingly popular due to the Species' shared history of homeworld destruction. The second name is their family name, and the third name is the name of their home fleet - either the original or that which they have come to adopt. Traditional Visobarzi first names tend to include a break somewhere in the middle and contain many vowels. Second and Fleet names tend to be much shorter, often one-syllable with harsher consonant endings. A full example might be Jaaru'saha Vlut Grod.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Culture">>
Visobarzi are nomads, given the destruction of their homeworld. They are hedonistic and joyful people, looking to spread smiles wherever they go. The majority of the Visobarzi make lives on fleets of ships earned or purchased primarily from other races: Visobarzi technology is fairly limited in many ways, as they've simply adapted that of other aliens. They will often modify these ships so that they can be connected and docked together, or linked by umbilical platforms - it is not uncommon to see a Visobarzi fleet parked in orbit somewhere chained together like some sort of hamster habitat, large tubes linking ship to ship to station.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Neurevu">>
Visobarzi are all born with a single, large head-tail, reaching down to their shoulder blades. This is an extension of their brain, guarded by a flexible but thick layer of muscle and fat, affording it prehensibility to a degree. As they grow, so too does this tail. The extra brainpower it affords them is special: neurons form extremely easily but affect those around them to lean towards the learned subject. As a result, the tail will help a Visobarzi master one specific skill (or a grouping of skills with similar overlap).
<br><br>
A Visobarzi is capable of splitting their tail with concentration, an abundance of stored body fats and sugars, and recovery time. The result is a diminished capacity for the original tail, but the ability to split specialization across two subjects.
<br><br>
A Visobarzi with a single, large tail down to the small of their back is likely an expert in some field, be it intellect-based or more grounded in reaction times and muscle memory. A Visobarzi with twin-tails will have two disciplines they excel at - three three, four four, and Visobarzi with tentadreads are likely to be at least somewhat talented in a variety of fields but a master of none of them. The more the Neurevu are split, the weaker they become not only in terms of the brainpower they provide but also in terms of how well they can insulate and guard this additional brainmatter. Tugging on Visobarzi Neurevu is extremely taboo, so it's done all the damn time - the effect is most similar to a properly-applied choke of the neck, as the tightening of the Neurevu compresses and restricts the brain in much the same way as choking restricts blood flow.
<br><br>
While it is rare, some Visobarzi devote themselves to strengthening their Neurevu into powerful, prehensile extra limbs capable of lifting a grown Terran right off the ground with ease: the most common exercise to achieve this are pull-ups performed with the arms crossed, one leg crossed ankle-over the other, using only their Neurevu.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Skitter, skitter... Mio freezes in her tracks, her sensors discerning the strangely even rhythm of clicks and clacks within the walls from those of the struggling ventilation and climate systems. One set of many legs... no, wait. It's ever so hard to discern at first, but the occasional irregularity reveals the lie to the numbers. Mio grimaces as she shifts into a combat-ready stance, sliding a heel across the tiled ground to turn on the spot, locking on to the source of the encroaching scuttering.
Closer... closer!... Wait-- another one!-
Mio turns 180, her eyes locking onto a grotesque little insectoid lump of a thing sailing through the air towards her face! She grits her teeth and pivots back, her unnatural flexibility dropping her into a sharp lean as the monster flings itself past her, two crooked legs on its left side and a whipping tail wrapping around a strut to swing itself back around. From below and on either side of it, three more of the little abominations crawl out from the walls, each tensed and ready to leap, whip and ensnare!
<div align='center' style='font-size: 150%;'><b>A Trash-mob Rebellion Call...
<span style="color:#baa2fc">The Drikk!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Drikk">>
<<set $Enemy_level = 1>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 35>>
<<set $Enemy_hp = 35>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 6>>
<<set $Enemy_morale_bonus to -15>>
<<set $Enemy_alias = "Drikk">>
<<set $Enemy_Article = "The Drikk">>
<<set $Enemy_article = "the Drikk">>
<<set $Enemy_class = "Sextoy Squad">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "weak">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Drikk_Experience is 0>>
<<set $Player_Drikk_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Feeble">>
<<set $Enemy_agility_rating to "Fiesty">>
<<set $Enemy_wits_rating to "Hiveminded">>
<<set $Enemy_toughness_rating to "Fragile">>
<<set $Enemy_strength_guess to "Weak(?)">>
<<set $Enemy_agility_guess to "Skittish(?)">>
<<set $Enemy_wits_guess to "Just Bugs(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = 35>>
<<set $Enemy_hp = 35>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d5')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1>>
<<set $Enemy_damageroll to dice('1d5')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 3>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Drikk suddenly rush at Mio! It's a pretty obvious attack, though: she simply steps to neatly dodge the two charging little bastards-- wait, what!?- <br><br>
<<if $Enemy_success is 0>>
One of the Drikk snagged its tail out straight to try and trip <<= $Player_alias>>! She huffs, hopping over it - trap avoided!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 1>>
One of the Drikk snagged its tail out like a tripline, the others herding Mio into it! She yelps as she's tipped off balance!... only to get a sudden <b>-WHUMP-</b> in the back as another Drikk barrels into her from behind, bouncing off of her and sending her crashing to the floor. Snarling, Mio kips back up, her armour and ego slightly bruised...
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 2>>
One of the Drikk snagged its tail out like a tripline, the others herding Mio into it! She yelps as she's tipped off balance!... only to get a sudden <b>-WHUMP-</b> in the back as another Drikk barrels into her from behind, its claws snapping shut around her chest - one pair above, one pair below! A mighty squeeze makes her seethe as she regains her balance, forced to focus on prying it off of her before the others can close in to take advantage! It get a good few gropes in but with a squeal, the Drikk disengages once she works her mechanical fingers beneath one of its clenching legs, leaving Mio flustered and -extra- grumpy.
<br><br>
Critical! $Player_alias takes $Enemy_damage damage!
$Player_alias also loses $Enemy_damage focus!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_hp_adjust to $Player_hp_adjust / 2>>
<<set $Player_focus_adjust to $Player_hp_adjust>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 2>>
<<set $Enemy_damageroll to dice('1d6')>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 1>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Drikk abandon their relentless circling, suddenly forming into a line, leg-to-leg! Mio frowns... it's hardly an impressive barricade. Her eyes widen, however, when the little Monsters suddenly raise their tails like angered scorpions, the tips unfurling to reveal a dart each! With a sudden gush of propelling, lilac fluids, the darts erupt towards her in a spread! <br><br>
<<if $Enemy_success is 0>>
The Drikk miss <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 1>>
The Drikk's bombardment isn't intended to hit every shot... instead, two are placed in likely hits, whilst two more spread to cut off likely avenues of escape. So it is that Mio takes a dart to the collar and another to her right arm - though that deflect harmlessly. The one on her collar swiftly dissolves, its entire mass converted into debilitating poison and filtered into her system! Mio snarls as she feels her vision waver, a little woozier on her feet...
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 2>>
The Drikk's bombardment isn't intended to hit every shot... instead, two are placed in likely hits, whilst two more spread to cut off likely avenues of escape. It's unfortunate, therefore, that Mio's attempt to dodge every hit results in two of them striking her in the torso! The darts swiftly dissolve and pump her full of debilitating toxin, almost knocking her over from a sudden weakness in her legs, signals disrupted from her head to her limbs. This is bad!...
<br><br>
Critical! $Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_damage_type to "piercing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -3>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Enemy_multiattack_3 to 0>>
<<set $Player_hp_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_attack_accuracy to -5>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_2 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_2 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_attack_accuracy to -8>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_3 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_3 to $Enemy_damage * 2>>
<</if>>
Mio blinks, then glowers, eyes darting from Drikk to Drikk as they skitter around her. One, two... three!... One's missing!-- Argh! She windmills her arms as her ankles suddenly <b>CLANK</b> together, the missing Drikk ambushing her from below and coiling its tail around her legs! Mio grits her teeth as the other three, waiting for this chance, tense up upon their legs and spring towards her, legs tightly fixed together like miniature lances! <br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
The Drikk miss every single attack on Mio, who tilts to weave gracefully through the swarm, surprising even herself! She tenses her legs and kicks free of her ankle-lock, the Drikk responsible squealing in panic.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio grunts, knocked further off balance with each hit, the tail around her legs creaking under the strain of keeping her pinned. Once the onslaught ceases, she manages to break free with a glower down at the Drikk responsible, which almost seems to <i>titter</i> as it skitter-skitters away!
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 damage!<<else>>Mio dodges the second attack!<</if>>
<br>
<<if $Enemy_multiattack_3 > 0>>Mio takes $Enemy_multiattack_3 damage!<<else>>Mio dodges the third attack!<</if>>
<br><br>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damageroll to dice('1d5')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
Mio watches as two of the Drikk abandon the circling to face her some distance away, their tails whipping in seemingly aimless fashion. Suddenly, they whip towards one another and entwine, coiling tightly, forming a 'bow' between them! Another Drikk breaks from formation, rushes towards the combined two and leaps, curling into a tight ball in midair. Whump!... Boing?! Mio's eyes widen as a Drikk-sized cannonball hurtles towards her! <br><br>
<<if $Enemy_success is 0>>
The Drikk miss <<= $Player_alias>>! It impacts meatily against the wall behind her, but, to her irritation, it seems unharmed.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio huffs as she fails to dodge in time, taking the Drikk straight to her stomach, her hands swinging down to catch it at the sides. The impact is lessened slightly, but it's still pretty winding!-- this thing is deceptively heavy, and now it's trying to grab her wrists with its tail. Grunting, Mio overarm tosses it away, dismayed to see it unfurl in midair and land in a skittering rush.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio huffs as she fails to dodge in time, taking the Drikk straight to her stomach! She doubles over with clenched teeth... why is this thing so much heavier than it looks?! Must be the sack upon its back. She reaches down to pry it off and away, only to gasp as it yanks her wrists together, allowing another Drikk to follow suit and strike her in the shoulder! Thoroughly peeved now, Mio shunts power into her arms and tosses the offending Drikk aside, the second one wisely deciding to leap off of her shoulder.
<br><br>
Critical! $Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Drikk Loss Check]]@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
Mio narrows her eyes as the Drikk swarm around her, weakened but hardly impaired in their agility... save for one. With machine-assisted timing, she lurches forwards and plants an armoured boot upon the tail of one of the little blighters, eliciting a loud squeal as it skitters to a stop.<br><br>
With her weapon pointed down at it impassively, Mio watches as the other three respond not by attacking, but by grouping up and retreating backwards... albeit not quite out of sight. Mio frowns at the display of tribalism, a brow-furrowed look deepened by the quivering struggles of the one beneath her heel. Rolling her eyes, she raises her boot, allowing it to rejoin its brethren. Keeping her $Player_weapon_main raised, Mio glares at the squad, expecting them to resume their attack... but instead, they turn and scurry into the nearest hole they can find.<br><br>
Out of all the monsters capable of knowing when they're beat, Mio wouldn't have put credits on the Drikk. She lowers her weapon, looking no less befuddled for the experience.<br><br>
<b>Victory!</b>
<br><br>
<<elseif $Enemy_surrender is 1>>
The Drikk abandon their shark-like circling of Mio, suddenly gathering up into a... well, if she didn't know better, she'd call it a group meeting. She frowns, remaining ready for a fight!... only to watch as the Drikk suddenly skitter -away- from her, leaping into the abyssal safety of the nearest hole.<br><br>
Did... did diplomacy just work on these things?<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d4')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 45>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Suspiciously Green Liquid!</b> <<include "Suspiciously Green Liquid Pickup">>
<<elseif $loot1 gte 6>>
<br>Acquired a <b>Broken Chain!</b> <<include "Broken Chain Pickup">>
<<elseif $loot1 gte 2>>
<br>Acquired a <b>Tentokoyaki-Flavour Chips Bag!</b> <<include "Tentakoyaki Flavour Chips Pickup">>
<</if>>
<<if $loot2 gte 7>>
<br>Acquired an <b>Acid Grenade!</b> <<include "Acid Grenade Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired an <b>Energized Throwing Knife!</b> <<include "Energized Throwing Knife Pickup">>
<<elseif $loot3 gte 6>>
<br>Acquired a <b>Glow Shard!</b> <<include "Glow Shard Pickup">>
<</if>>
<br><br>
<<if $Scene_Drikk_Defeat isnot 1>>
<<set $Scene_Drikk_Defeat to 1>>
<b>(Scene 'Drikk Capture' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Drikk Content Check">>
<<else>>
Enemy Drikk Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Drikk Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Drikk Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Drikk Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Drikk Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "Drikk Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Drikk_Defeat is 0>>
<<set $Scene_Drikk_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Drikk Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Drikk Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters</b>
<br><br>
<<spoiler 7 5>>The squad of Drikk successfully entangle Mio, partially binding her with their tails and claws and mounting her with glee. Brought low by the most feeble of TentaCo's designs, Mio's irritation is mixed with raunchy pleasure as they do what they were designed to do, the Android biding her time and waiting for their grip to relinquish - if only for a moment. She faces a potential bad end in the split after a Focus loss, wherein Mio either finds this moment and makes the most of it to break free - sending the little buggers fleeing! - or misses the mark, forced to wait for the next opportunity!... Which will be a long time coming.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Drikk Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Drikk Loss Disabled">><</link>>
<</nobr>><<nobr>>The Drikk squad manage to capture Mio!
<br><br>
<span style="color:#F33898"><b>Lost 20 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 20, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Retaining her Focus, Mio waits for the little monsters to let their guard down. Seizing this opportunity, she breaks free and sends them scurrying away!
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Running out of Focus, Mio misses her opportunity to break free! And the next one... and the next one!... Game Over!
<</if>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Drikk Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Drikk Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Drikk Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio snaps to her senses!</b>
Mio suddenly scrunches her eyes shut tight! When she opens them again, she somehow turns that cutesy crosseyed stare into a fearsome glower... and though the Drikk has no obvious means of sight, she's almost certain its renewed trembling is in response to her death glare. Sensing that the little monsters need a moment to recuperate, Mio tenses up and diverts power to her hard-case limbs - ignoring warning errors in her head, system too frazzled to properly handle the energy surge.
The Drikk hang on as best they can, oh-so eager to plunder her body once more! And again, and again!... It is, after all, the reason for their existence! But Mio has a job to do - and the ignominy of being brought low by these glorified swarm-types has lit a fire of furious emotion within her. The Android trembles once more, but this time it's of her own power and intention - legs attempting to unbend, arms attempting to flex free. A worrisome creaking fills the air... a combination of her alloy limb casings, and that of the clawed 'fingers' of the Drikk, hanging onto their prize for dear life.
Unfortunately for the Drikk, Mio's will wins out. Her leg is the first to break free, and the cowed Drikk hobbles with aching claws as it springs free of her limb, skittering wildly across the ground, circling her and looking for an angle to leap back into the fray. Mio rolls and lets out a muffled roar: the Drikk decide that they've pushed their luck as far as it can go. They release her in unspoken unison, much to Mio's surprise, sending the Synthetic into a roll upon her side as they leap free of her stuffed holes.
Mio attempts to spring to her feet, but the sheer weight in her well-pumped stomach puts an end to that ambition - not to mention the volume with which it spills from her well-stretched holes. She grumbles as she slips back to one knee, her glower no less lethal as she watches the troublesome monsters all pile into the same crack in the floor, eager to flee her wrath.
Mio grits her teeth and places a hand on her belly, feeling it calm beneath her fingers as the Drikk's shared load drools down her thighs, no doubt pooling in the plating of her armoured legs... ugh. Mio shudders and shifts forwards, fists planted on the ground, her fury finding no outlet now that the Drikk have escaped.
But fury at what? At being caught? At being left in a mess? At not getting to cum?... Mio scoffs at that last possibility, even as she feels a strange stinging in her cheeks, incapable of blushing.
Staggering back to her feet upon shaky legs, Mio grimaces at the state of herself... and then sets about cleaning off as best she can. All the while, she keeps a wary eye on the shadows and cracks, knowing that the virile little studs - or their kin - will no doubt be back.
The freakish little monsters move with eerie coordination as they circle the faltering synthetic, tearing her attention apart into unevenly divided priorities. One skitters out of sight down into a damaged floor panel, only to pop right back up out of another - ah, but another just leapt up onto the ceiling, just out of her field of vision! Can't let it drop do-- <b>-CLANK-</b> behind her! Mio spins with a scowl, only to find that the Drikk responsible seems to have intentionally knocked over a precariously balanced tool, no doubt abandoned when this infestation spread like wildfire, the monster having already ducked into cover beneath the floor. Mio turns once more with the first two still on her mind, only to be met with a fourth sailing through the air in a mighty, unbalanced leap.
<b>-Sclllrch!-</b> <span style="color:#E5CEF3">"MMMRPH!!--"</span> <b>-Clang-</b> and <b>-clatter-!</b>
It was too fast for her to react in time, her hands latching upon the lumpy, misshapen body of the monster now latched firmly to her face, its four blunted claws shifting and disjointing as needed to achieve the best possible grip on her haircut-styled helmet. The muffled noise isn't from the fleshy underside of the bizarre creature being mashed up against her face, unfortunately for the metal heroine - it's more from the disproportionate phallus firmly wedged past her lips, speared right into her mouth with uncanny accuracy by the monster. A single flailing tentacle affixed to the top 'shell' of its simple body writhing to a steady calm now that its job of stabilizing flight is concluded, now reaching down to coil around the Android's slender neck... cuffing her wrists to it, further immobilizing it to the aid of its brothers!
Mio reacts with a frustrated growl, her plated fingers sinking into the imp's squishy body - too squishy, in fact! She isn't hurting the simple biological sex toy in the slightest as it nestles against her face, letting out a little chirp of satisfaction at the way her bulging throat convulses so delightfully around its obscene length, each overstimulating lump and bulbous swell outlined perfectly through her quivering neck. Blinded by the hide of the thing stuck to her face, Mio can only get a rough idea of the movement of the rest of the swarm from her aural sensors and limited scanning capabilities... and then, rather suddenly, by <i>touch.</i> She stumbles as one leaps onto the small of her back, latching onto her hips - the monster's spindly claws and joints stretched to their limits to get a proper grip on her assets, its single tentacle coiling around her waist like a climber's safety rope. More pressing than these details for Mio, however, is the throbbing, pulsating prick of hole-reshaping girth slapping against her rear, limited prehensile capabilities put to the test in an effort to find her currently shielded rear entrance.
With a muted and humid <b>-whump!-</b> the third of the Drikks decides to flank the one on her behind, membrane-linked claws almost entwining with the other as it latches securely onto the front of her hips, their combined, misshapen bulks resembling some truly unfortunate underwear for the beleaguered synthetic. Turning on the spot with her legs partially clamped together and her arms well and truly stuck, it takes everything she has not to fall over, panic giving way to good sense as she ponders how best to wriggle her way free of this perverse situation!... preferably before the equally massive prick now bashing against the sleek plating of her inner thighs finds its way through her <<= $Player_outfit_bottom>>, a quest aided by the Drikk's tail-like tentacle rooting around at the band of it to slip inside! Beneath her mask of meat, Mio winces as the shaft lodged down her throat begins to stir, its occupier evidently tiring of the novelty of merely staying inside her throat instead of fucking it.
Though repulsed by the idea, it's a logical action to buy herself some more time. Mio swallows, shivering at the delighted squeal the little monster gives off, feeling it relax in its grip somewhat. Good! It thinks she's cooperating. Let it relax further... and then, she can pull it off when it's least expecting it! Her arms tense for this daring move, internal mechanisms winding and coiling back in preparation. She blinks as she feels the humid underside of the Drikk beginning to recede across her face, briefly blinded by the light beyond before apertures rachet back into place, her gaze pivoting downwards with a glare tinged with confusion. Realization sets in - of course. This monster doesn't understand that she doesn't need to breathe... it's freeing her airways, at least to some degree. It's not malicious, after all. Just... extremely one-track-minded. With her nose free, the Drikk now resembles some kind of biomechanical respirator, the four lumps that comprise its central body swelling somewhat as it hands off of her jawline. Frowning at the mental image, Mio prepares to push it up and out of her throat, fingers gripping tightly--
Drikk number four emerges from hiding and leaps at her chest, tightly coiling itself around her awkwardly trapped arms and forcing them to hug and squeeze her pale breasts together! Mio splutters, blinking in alarm, face still slick with alien slime as she staggers back from the surprisingly heavy impact. Acting in shocking unity, the two snugly clinging to her hips unleash their tentacles to wrap around her legs, pulling in opposite directions as she staggers. It's too much - Mio shuts her eyes tight and braces for impact as she slips and falls onto her side, but the impact never comes! Opening one eye before the other, she blinks with a muffled noise of surprise when she sees each of the Drikks - save for the one coiling her wrists to her neck - has used their surprisingly powerful tails to catch her before she could hit the ground, now lowering her gently onto her front. It... would almost be gentlemanly, if they didn't immediately resume pulling and yanking at her $Player_outfit to free her tight, synthetic holes!
Not that Drikk number four needs such things. Retracting its tentacle into its body for a moment, it emerges once more coated in a thick, clear slime, Mio only just able to catch glimpses of it past the one around her face. Squirming in her awkward position on the ground, legs scrambling to try and stand back up, she finds that effort thwarted as the one riding her backside suddenly grips her right ankle tightly and yanks it bent inwards, tying it to her thigh. She groans in frustration, then in disgust as that slippery tentacle dives down her $Player_outfit_top and between her well-squashed tits, slipping back and forth in lewd imitation of the monster's future intentions. It doesn't take much lubing for it to be satisfied - with her chest so tightly compacted by her own arms and the floor below, Mio can only shudder as the Drikk repositions itself... slamming its grotesque girth down the path its tentacle just took, straight into the snug, wet and warm tunnel it's created, titfucking the trapped 'bot with immediate speed and force. Every thrust sees its full weight crashing back and forth, bulbous, partially segmented body jiggling in all the wrong ways as the air fills with alien chirps and gooey, slick noises, the blunted head of the Drikk's throbbing length slipping through the welcoming embrace of her trapped tears and bashing against Mio's taut stomach, slathering it with slime of a different kind.
Mio winces as the monster latched to her hips from the front finally works out how to pull down her <<= $Player_outfit_bottom>>. Suddenly, that trim tum isn't nearly so neat - not bulged around the well-lubed lengths that plunge into her synthetic body with the united, equal timing of an Olympic-level synchronized sports team. Mio rocks forward with a splutter, eyes crossing slightly as the hole-stretching lengths immediately pull back out of her backdoor and slit, the Drikk's bodies stretching upwards like elastic piledrivers!... before they slam back inside, even deeper this time, reangling with each pounding thrust to strike at different sensitive spots within her body. Each harmoniously timed thrust earns a graceless and guttural muffled 'glurk' from the poor 'droid, protests and pleasured gasps reduced to heady, vibrating nonsense around the face-hugging Drikk's still-buried length, still at ease just occupying her throat. But, now that she's fully subdued... Mio watches with wincing eyes as the four-bulbed body begins to stretch, feels it vacating her gullet an inch at a time!...
<span style="color:#E5CEF3">"Grouughk!!--"</span> she gags as it slams back inside, smacking wetly against the lower half of her face, nose pressed tightly up against the bulging lumps of its body. The chemical analysis of the potent chemical mixture stemming from the monster's body suddenly puts the pieces together for her... each lump is, in fact, densely packed with monsterspunk. This little bastard really is nothing more than a walking cock and balls, one audibly delighted to be finally plundering her tight sleeve of a throat as it begins to match the pace of its brothers. Mio gags and groans and writhes, her other leg bound to match the right - ankle to thigh. Her limited hogtying complete, Mio can do nothing but lie there and take the pounding of her life from such unlikely little monsters, every ounce of their limited processing power devoted to hunting for exciting new angles to spear her at to entice more of her quivering and clenching and cock-milking tightness!
They're simply relentless, and relentlessly simple - biological fuckmachines created to fulfil this very purpose and nothing else, explaining their surprisingly effective technique, their seemingly endless stamina, and the constant waft of potency assaulting Mio's nose. Despite their small size, each one is a dense little fucker, heavy enough to send shocks through her body with each hard, slamming impact - to make her rear cheeks wobble in waves with each crash of its meaty body upon her raised backside, to send shivers down the delicate mechanisms of her mechanical legs, to make her aural sensor spires bounce and tremble upon the usually secure mount-points either side of her head. Gurgling and spluttering around the one fucking her throat, Mio is almost glad for its presence; otherwise, the noises escaping her would be truly shameful... or, shameless, depending on one's perspective. Laid low by the lowest, and incapable of resisting what they have to offer in spades. It's pounding at its finest, at its harshest - but not beyond what the durable synthetic soldier can handle physically... but right along the tightrope line of what she can handle mentally in this accursed replacement body.
Perhaps there's a lesson to be learned here, through the haze of her all-holes-pounding? Through the brief windows of opportunity to form thoughts and calculations before progress is interrupted and HUD-elements flash and burn from the sensory overload of the lower two Drikk's freakish members grinding against one another's heft through the thin barriers of her gynoid body. The body. She keeps cursing it, but look at these little bastards. Limited artificial intelligence, put behind the controls of one of the Galaxy's lowest, most repugnant lifeforms... and here they are, keeping her fully restrained and plundering every sensible orifice she has to offer, and making their fun elsewhere if needs must -- she winces as she feels a glut of thick, sticky pre splash against her stomach from the tit-addicted Drikk humping away at her bosom, glowering past the one grinding her lips in response to the pleased chirping noise it emits. Suddenly, her handicap doesn't seem quite so severe... though as a spike of pleasure briefly sends a glowing flare through her crossing eyes, she fails to figure out a way of using it to her advantage.
No, the ball is thoroughly in their court, to enjoy her to their heart's content - if they even <i>have</i> hearts. With the wet, humid smacks of their misshapen bodies against her own, impact zones increasingly slathered with the slime they excrete, Mio theorizes that they're little more than sacks of seed, the means to mobilize it, and the means to expel it. The claws of the monster around her jaw tighten and clench as she muses through spikes of overloading stimulation, tearing her attention away from herself, eyes crossing down cutely to focus on the bastard humping her throat like a cheap toy. One of the four sacs that comprise its body is visibly swollen in comparison to the other three, not to mention trembling at intervals incongruent with the savage plap-plap-plap pace of its elastic thrusting. Spluttering around the lip-tautening length, Mio realizes the hole in her theory. Yes, nothing more than sacs of seed - but smarter than that! Like a revolver mechanism, it intends on unloading one load at a time into her stimulating sleeve of a gullet... no doubt giving it time to recharge! She winces and squirms, earning a tighter hold from every one of the little mutants as their perfect shared pace begins to falter in the face of rushing, approaching peaks, compensating for the ruined rhythm with an increasing, desperate level of pounding force. The weighty, salacious impacts of mutated flesh upon synthetic perfection vie to be heard above Mio's bewildered, muffled cries of roughshod pleasure... and the growing, low rumble of each monstrosity's abundant, imminent climax. And they aren't the only ones...
<span style="color:#F33898"><b>Lost 20 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 20, 0, $Player_focus_max)>><</if>>
It arrives without a hint of grace. Their rampaging thrusts suddenly cease, each buried to the very hilt, bodies mashed against her own and twitching in uneven spasms, claws wrapped around her with iron grips. There's a brief calm where nothing happens - and despite herself, Mio almost laments the sudden loss of lewd sensation! But then that swollen segment of the body of the Drikk upon her face clenches downwards, compressing in size!-- Mio gags luridly as she feels its buried prick swell from the sheer volume of seed rushing through it, dumped into her artificial stomach with a force she insensibly equates to that of a shotgun blast. Given that it's joined by two loads of equal volume and absurd thickness in her lower holes - not to mention one sprayed with reckless abandon across her belly! - she can be forgiven for the somewhat overdramatic appraisal of her captor's potency. The entire chamber's worth of sizzling-hot spunk, dumped into her body in a single rush!... Mio's eyes flutter as her bound body trembles, sensors overloaded with the sudden burden of her rounded, cum-splattered belly.<span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio needs a moment... a moment too far!</b><<if $fantasize is 0>><<set $Player_class to "Sextoy for Sextoys">><</if>>
The sheer weight of monstrous seed piled heavy in her belly causes the Android to stiffen, her sensors blaring too loudly across her mind. Frankly, she doesn't need their input to know that something is amiss... but that doesn't shut them up. She just needs to move before these things are finished gearing up for round two-- just as soon as she's recuperated herself! Just a second or two more, just... just!--
<span style="color:#E5CEF3">"-Mouuurgh!?"</span> Mio groans gutturally, a noise forced out of her as the pressure in her plugged holes lessens considerably, each Drikk pulling out with stiff but steady deliberation. Her bright eyes go from unfocused haze to a sharp, almost comedic cross inwards to stare in futility as the spit-shined shaft of the brutish little thing upon her face draws back in unison with its brothers. Her brows knit inwards as her lips are tugged slightly, the swollen head of that single-minded prick lodged behind them... with no desire to retreat in full.
Surely they can't already have recovered!--
<span style="color:#E5CEF3">"GLOuuuUURK--"</span> Mio chokes, her crossed eyes scrunching shut as she's thricely impaled once again. The collective Drikk know her limits, know her durability - and know that they can fuck her at their full force without a care in the world, right from the get-go. Mio's fingers splay, clench into fists, tremble - there's little else they can do as the monster's squishy bodies slam against her far firmer form, again and again, the air ringing out with heavy, humid slaps and plaps of flesh upon flesh, synthetic or otherwise. The formerly well-defined bulges in her once-taut stomach now find themselves padded out of focus by the thick spunk trapped within her - the first loads of many.
No!... the first of two! Just two! The next time they pop, Mio will be ready for it! She definitely won't be cumming her fucking brains out like a wanton, needy slut! Her useless fingers settle on clenching into tight, focused fists as her frown returns - formerly a look of sheer bewilderment. She'll withstand it, this time!... even as those rapid -smak- -slap- -whap- percussion beats are joined by her lurid, overwhelmed whines and the gurgling, chittering chirps of her captors...
<<linkreplace "Connection lost with M10. Projecting likely situation...">>--------
<span style="color:#E5CEF3">"Mmouuussshk-- Mmmmouuuulk~- Schlmmmck!~-"</span>
Sequestered away beneath the lustful carnage of the facility above, Mio finds herself in a cell all of her own. Flanked by pipes, locked in by resin, painted by the faint light of a maintenance lamp as filtered through a metal grate, the shadows crisscrossed upon her well-bred, excessively coated body.
In this cramped alcove, the beleaguered Android finds herself kneeling in unwitting reverence, her wrists shackled by dull-green resin to a shelf in the vent before her, her lower legs all but encased in the stuff from the knees down. It's a space charitably described as 'cozy' - just enough room for Mio, her rounded belly, and the awful little monsters still fucking her relentlessly... one latched to her face - same as ever - one hanging on to her well-bred stomach for dear life as it spears up into her slit, and the remaining two fighting for dominance over her ass: both of them pistoning that sturdy rear hole in an uneasy rhythm, one in, one out.
What little space remains belongs to roughly fifty squishy, sagging violet-hued eggs, providing soft illumination in every direction, glued to the floor, the walls... even the ceiling.
<span style="color:#E5CEF3">"MRRRRYYYPHK!~"</span> -- Make that roughly fifty plus an imminent three more. It's difficult to count the exact number at this point: it's a task beyond even Mio, the simple subroutine she devoted to the task having failed along with the rest of her logic-handling capabilities. It flicks from '101' to '13' and then up to '2037', reflected in a debugging scroll flashing through her unevenly-lidded, harshly-crossed eyes. Even these incorrect figures begin to glitch, cycle and distort when her latest avalanche of an orgasm is triggered, brought to a head by chemicals released by incubated eggs!... and the frantic fucking of her cunt by the Drikk eager to finish before it's forced out, even if only for a moment.
Pressure rises and falls in her taut stomach thanks to those hammering thrusts from below, but the pattern is a steady rise, begging for release. Not that Mio is in any position to do anything about it - the Drikk may be mere sex toys, but she's the one stuck playing the part of a mere love doll. All she can do is whine around the shaft plugging her lips tightly as the Drikk's body harshly seizes up around her sides, squashing against her belly and adding to that awful pressure from without!... and within, unleashing another of those harsh, oversized loads inside of her before it's forced to pull out with haste. Mio's eyes flash brightly and turn blank, nothing but bright pink light as her body twitches and her spunk-drooling netherlips part. They begin to flicker back into proper function - minus that debugging scrawl - right as the flow of seed ceases, blocked by another squishy egg softly glowing between her folds, briefly stuck in place before the next one shoves it out of the way... letting it land with a sticky -slap- against the ground, rolling for a moment before it joins the clustered mass of gestating Drikk upon the walls.
All the while, the diminutive bastards continue to fuck her - minus the proud father of this batch, impatiently humping its absurd rod against her right thigh, almost lodging itself into one of the gaps in the armour plating of her hardcase leg. It won't have long to wait - the eggs always come in batches of two to four, and number two is cresting that hill now! Twitch, shudder!... <span style="color:#E5CEF3">"NNNmPH--"</span> Sploot! Mio's hips jerk as her brutal climax rolls across her in aftershocks, her eyes flitting between function and failure. It seems there's only one more fist-sized egg to go, judging by the relaxed curve of her belly... but the best has been saved for last. Her face scrunches cutely - minus that persistent facefucking - as she writhes on the spot in her limited manner, her slit briefly blessed with that gentle glow!... and then it slips back inside, again, and again, too big to slip out as easily as its kin.
Whether by intention or lust, the Drikk pair fighting for dominance over her ass work to provide a solution. Their rhythm - one in, one out, established out of necessity rather than fair play - finally breaks down. Achieving their piledriver-like climaxes in unison, both Drikk slam inside at once - stretching Mio to her absolute limit, sending her eyes flying wide open and blank-pink in cascading errors once more!... and causing her body to quake wildly, ejecting that particularly large egg with enough force that it sticks upon the wall opposite, sagging heavily under its own weight, a shadow within the translucent sac swirling before it settles and becomes still. Such stillness is a stark contrast against the poor Synthetic - the absence of that oversized egg is easily offset by the latest double-dose of Drikk jizz lodged deep inside her body, which already rocks with the savage humping of each monster as it casually resumes her debasement - bodies once again impacting with sodden slaps against her own... even the one slung below, already eagerly nestling itself back inside her slit.
Damn!... it would seem that she's missed her window of opportunity for escape once more.
Oh well...
<span style="color:#E5CEF3"><i>(Next... next time... yeah... just one more... hehehe...)</i></span>
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><</linkreplace>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>>
<div align='center' style='font-size: 130%;'><b>Glob - the 'sexual slop' Monster.</b></div>
A wobbling mass of ooze - in this case, purple - with no distinguishable features aside from the marble-patterned obsidian spherical core which surges through its mass to direct its intelligence and movement. Unlike many TentaCan™ products, the core here is obviously artificial... but the goo is authentic. Thick wisps of purple smog rise up from the lumbering blob's body and an intense heat radiates from it, hazing the air around itself.
<br><br>
The air is filled with an eye-wateringly sweet odour...
--------------
<i>Tentacan™ Globs™ - Now in Grape flavour! This fan-favourite of the Tentacan™ line has been revitalized with an all-new recipe and a 20% extended lifespan, roughly 2 hours! You're gunna wanna take your clothes off before this one, folks; a specially-designed acid formula will soon take care of them if you don't! Pre-programmed with a variety of potential positions that make the most of its amorphous body, the Glob™ lives for one purpose; to make you its little slime-soaked princess. ♥
Directions for use: shake the Can well and carefully pull back the ringpull, aiming away from the face. Recommended for use in hard-surface environments, such as bathrooms!
NOT for use inside occupied EVA Spacesuits! Non-toxic.
</i>
<div align='center' style='font-size: 130%;'><b>Shambler - the 'classic flavour' Monster.</b></div>
A conjoined bundle of tentacles with a poorly defined central 'body', coming in a range of exciting colours - purple, lavender, lilac, violet, etc. Shamblers are defined by their clumsy motor control, making them poor hunters but rough and energetic lovers, any potential complications this causes are thwarted by the generation of copious lubrication. With enough force, it's easy to pull individual tentacles from the mass, whereupon they can act independently. It has a strange curiosity to it, blind tentacles often tilting their 'heads' as if staring at things and people of interest.
It's like it's staring right into her soul...
--------------
<i>Our classic recipe, still as good as it gets! Carefully constructed from only the finest individual mono-tentacled stock, Tentacan™ Shamblers™ are always happy to see you: and even happier to tangle you up and reduce you to a well-shagged, slippery mess. ♥
Directions for use: tap the top of the can twice and pull the ring tab. Place it on the ground within 10 seconds, and do not stand over the unit while it emerges. For additional intensity, try using two cans at once and watch them fuse!
Do NOT use three or more cans at once. By reading this, you waive our legal responsibility for compensation relating to any mind-break rehabilitation programs or medication.
</i><div align='center' style='font-size: 130%;'><b>NAMEOFENEMY - The 'TAGLINE' TAGLINE</b></div>
MAIN BODY
SMALL ASIDE/REMARK
--------------
<i>SALESPITCH/CODEX1
SALESPITCHDIRECTIONS/CODEX2
SALESPITCHWARNINGS/CODEX3
</i><div align='center' style='font-size: 130%;'><b>Serenity Veil - the 'thought destroyer' Monster.</b></div>
A bizarre creature that must be magical in nature, for nothing about its flimsy body suggests that it should be as it does. Certainly, there's no visible propulsion to explain the way it eerily floats in place, the ragged, edge-frayed black cloak around its body occasionally caught and flicked by a breeze that does not exist. Closer inspection reveals the cloak to be thicker away from those edges, the outside lined in velvet black but the inside looking far more organic, pulsing with sleek flesh riddled with thick, animated veins. From its sleeves emerge two massive, oversized claws - though when they fold just right, a second pair of slender fingers jut from the wrist, ideal for finer manipulation of its environment. By far the most inexplicable thing about the Veil would be its stark white mask: a twisted mockery of theatre, smiling with hollow, inwards-slanted eyes one moment before it turns and shifts into a snarling glare to express its displeasure at resistance.
The longer Mio looks at it, the louder the droning in her head becomes...
--------------
<i>TencaCo™️ presents: MoTentavation™️! Our all-new Serenity Veil marks an exciting new branch for our product line which takes the natural 'withhold and reward' systems so popular in raunchy, naughty relationships and distils them down into self-help with a smile! Got a task you simply can't bring yourself to do? (Hey, we get it: laundry day is tough.) It's simple!
<b>Step 1:</b> affix the mask!
<b>Step 2:</b> there is no step 2!
With the Veil in place, it'll detect everything you need to go done and set about doing just that! You simply relax, focus on your tongue skills, and before you know it - literally! - you'll be all caught up on that backlog!
<b>FROM LABS - DO NOT SEND OUT WITH PRESS RELEASE OR FINAL PROOF OF PRINTING INSTRUCTIONS -</b> The safeword seems... a little finicky! By which we mean it doesn't work at all. We're working on a solution, but gosh, it seems our test subjects want to just keep these things on all the time! Uh, we couldn't even pry 'em off with tools! The only successful removals so far have been people who got through <i>everything</i> they felt they needed to get done; one guy programmed an entire game from start to finish (it's hella fun!), and another was distraught to find that she'd completed her entire backlog of model kits... <i>and</i> painted them.
</i><div align='center' style='font-size: 130%;'><b>Drikk - the "low-level lovers" Monster(s).</b></div>
A deceptively simple organism, piloted by (and grown around) a basic artificial intelligence core in place of a brain. The Drikk are insectoid in nature, with bruise-coloured bodies and well-defined, spindly legs - four in total - counterbalanced by a long, whip-like tail with prehensile control. They would probably look quite elegant if it ended there, were it not for the uneven and misshapen sacks upon their backs - four lumps, rarely equal in size, all squashed and distended - and the barely-constrained bulge along their undercarriages. That plurality isn't a mistake: there are four of them in total, and Mio is shocked at the coordination they're pulling off together, circling her like predators far above their price tag.
It's almost as if the little guys have something to prove...
--------------
<i>Tentacan™ Drikk™ may be small, but don't let that fool you: good things come in small packages, and they're eager to cum in you! Again, and again, and again!~ With their patented 'seed revolver' biomechanisms, Drikk™ are living sex toys for the budget consumer, but don't mistake 'budget' for 'ineffective!' What they lack in size, they make up for in stamina, teamwork, restraining capability and endowment. Locked and loaded for unleashing four impressive climaxes per use, take proper care of your reusable regenerative Tentacan™ and enjoy them over and over again... they'll certainly enjoy you!
Directions for use: Shake can(s) vigorously and open after one minute has elapsed, but before five minutes have elapsed: otherwise the reaction is cancelled and their regenerative cycle (48 hours) kicks in. After use and Drikk regression into a recuperative orb, gently but firmly place back inside can and reseal, leaving in a warm, dry place.
WE STRONGLY RECOMMEND that you start with one Drikk, and work your way upwards from there until you find your limits! Be aware that prolonged and over-regular uses may result in an unexpected expansion of regenerative capabilities and possessive behaviours.
</i>
<div align='center' style='font-size: 130%;'><b>Gulper - the 'customer consumer' Monster.</b></div>
A large, snake-like Monster of a floral nature. Thick, green hide shifts different verdant shades as it undulates, hanging from the ceiling by thick roots burrowed right through the plastform tiles. It's little more than a hollow tube, and despite the thickness of its skin, if the light from outside hits it just right Mio can peer through and see the writhing tentacles within. Small flowers bloom at random across the length of its stretchy body. Its maw comprises of a thick ring of muscle, flanked by thick white fangs - menacing at first sight, but blunted and oddly soft, more useful for shovelling things into its mouth than to bite or pierce.
Motes of pollen drift through the moonbeams from the window.
--------------
<i>The TentaCan™️ Gulper™️ may strike you as a more niche product, but it's one of our top sellers! A carefully gene-modified strain of the Filakria Cavern Lamprey-Vine, the Gulper has been designed to be forever locked into an all-year-long breeding cycle, recognizing anything it consumes as a potential breeding partner. Those swallowed and encased within the perfectly heated inner walls of the Gulper's maw will be subjected to hours of ecstasy before their eventual release once the Gulper's built-in, mess-free genetic killswitch is triggered. A weekend treat!
As with all TentaCan™️ products, eggs are sterilized and can be safely disposed of in organic waste bins, or cleaned off, kept in refrigeration and prepared for consumption in a variety of ways!
Steps for use;
- For 1-2 persons maximum. Do not exceed.
- Prepare the room in advance and remove any items vulnerable to water damage.
- Shake Can vigorously, place it firmly on the ground beneath desired, flat-ceiling spot, and pull the ring firmly until the canister lid breaches.
- Step back, wait 5 minutes, and enjoy!
Notes;
- Please note that the lifespan averages 12 hours. We recommend you hydrate in advance of use. On rare occasions, lifespan can extend up to 24 hours. If longer ingestion is desired, consider visiting one of our TentaLove Motel locations!
- Intended for one user of a maximum height of 8 feet and/or weight of 400 pounds or two users of similar height below 8 feet with a combined weight of below 400 pounds. Please see our Gulper XL model for parties or larger consumers!
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
EnemyIntro1
<div align='center' style='font-size: 150%;'><b>ENEMYTAGLINEINTRO...
<span style="color:#baa2fc">ENEMYNAME</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FILLTHIS">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 35>>
<<set $Enemy_hp = 35>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "FILLTHIS">>
<<set $Enemy_Article = "The FILLTHIS">>
<<set $Enemy_article = "the FILLTHIS">>
<<set $Enemy_class = "FILLTHIS">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_FILLTHIS_Experience is 0>>
<<set $Player_FILLTHIS_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "FILLTHIS">>
<<set $Enemy_agility_rating to "FILLTHIS">>
<<set $Enemy_wits_rating to "FILLTHIS">>
<<set $Enemy_toughness_rating to "FILLTHIS">>
<<set $Enemy_strength_guess to "FILLTHIS(?)">>
<<set $Enemy_agility_guess to "FILLTHIS(?)">>
<<set $Enemy_wits_guess to "FILLTHIS(?)">>
<<set $Enemy_toughness_guess to "FILLTHIS(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = 30>>
<<set $Enemy_hp = 30>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d3')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
ATTACKINTRO <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article ATTACKSUCCESS
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article ATTACKCRIT
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
ATTACKFOCUSINTRO <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<<elseif $Enemy_success is 1>>
ATTACKFOCUSSUCCESS
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<<elseif $Enemy_success is 2>>
ATTACKFOCUSSUCCESSCRIT
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy EXAMPLE Loss Check]]@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
DEFEATENEMY1a<br><br>
DEFEATENEMY1b<br><br>
<b>Victory!</b>
<<else>>
DEFEATENEMY2a<br><br>
DEFEATENEMY2b<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
SPARENEMY1a<br><br>
SPARENEMY2a<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d3')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 25>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br><br>
<<if $Scene_EXAMPLE_Defeat isnot 1>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<b>(Scene 'EXAMPLE' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_TYPEOFSCENE to $scenes_TYPEOFSCENE+ 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "EXAMPLE Content Check">>
<<else>>
Enemy EXAMPLE Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat EXAMPLE Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
/*
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $scene_censor is 0>>
<<include "EXAMPLE Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "EXAMPLE Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "EXAMPLE Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "EXAMPLE Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_EXAMPLE_Defeat is 0>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<<set $scenes_EXAMPLETYPEOFSCENE to $scenes_EXAMPLETYPEOFSCENE + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "EXAMPLE Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "EXAMPLE Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: EXAMPLE</b>
<br><br>
<<spoiler 7 5>>TASTEFULSYNOPSISOFSCENEANDBADENDSPLITIFAPPLCIABLE<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "EXAMPLE Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "EXAMPLE Loss Disabled">><</link>>
<</nobr>><<nobr>>The EXAMPLE do EXAMPLE to $Player_alias
<br><br>
<span style="color:#F33898"><b>Lost EXAMPLE Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - EXAMPLE, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
EXAMPLEGOODPATH
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
EXAMPLEBADPATH
<</if>><<nobr>>
<<set $fantasize to 1>>
<<include "EXAMPLE Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "EXAMPLE Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "EXAMPLE Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>> <div align='center' style='font-size: 130%;'><b>Mimi - the Pretender to the Throne.</b></div>
Mimi would be a refreshing splash of coral in the sea of purple up until this point, were she not presently trying to throttle Mio. Currently halfway between what appears to be her preferred form and her disguise, her skin is a pale coral-shade of orange, neatly complimenting the bright yellow of her eyes: all three of them, if you include the third one hidden just beneath her fringe in the center of her forehead. Her wild, frizzy ginger hair gives way to the right-hand side to a few slicked-back tentacles that drape down either side of her shoulder, which in turn leads to an arm unravelled like a cat-o-nine-tails into writhing tentacles. Indeed, her left side is relatively elven still - her coat clings keenly to this side whereas it shrugs limply from her right, and her footing looks more secure upon that left leg. Her clean lab uniform - which sticks out as unusual given the state of this facility - is evidently an extension of her shapeshifting abilities, as it peels open down the right sleeve and trouser leg, whereas her boot on that side looks more akin to an insectoid, crescent moon-shaped claw.
The only trace of metal upon her is her lopsided spectacles and braces, which become undetailed studs down to the right side of her mouth. She pouts at Mio, looking less angry and more confused.
--------------
<i>I know that I should have reported what happened when Mimi hatched, the awareness shining through those eyes. I knew she would be fine: TentaCo aren't exactly bastions of moral decency, but they wouldn't cover up something like Mimi. This has happened before - my word, it's basically an inevitability when dealing with bioengineering. She would be taken in. She would be cared for. She would be raised, and educated, and guided... far better than I've been able to.
... But on that day, when she looked up at me, half-hiding behind the shell fragments of her egg, I... I saw my little Staveera all over again, and... I thought perhaps this time, I could do things right.
Over two hundred years to my name, and I'm still no wiser than I was back then. Oh, Mimi. It isn't your fault. It's mine.</i> -- Head Researcher, Fayeth Twistbark.
<div align='center' style='font-size: 130%;'><b>The Travesty - the 'usurper slurper' Monster.</b></div>
The biggest creature Mio's ever seen, welded from the waist-up to the SLED like some sort of tumour. The pale-coral brute has the form of a titanic man: a sculpted, broad chest, even broader shoulders, imposingly powerful arms rippling with glowing veins, and a strangely domed head. It possesses a single, massive eye that glows with malicious lusts, a shark-like maw with rows of teeth, and a swept-back horn that offers a strange aspect of sleekness to its otherwise bulky silhouette, with similarly swept horn growths jutting back from the titan's shoulders. Tentacles rush down from the misshapen mass where it fuses to the metal of the SLED craft, spilling out over the launching mechanism, pulling it apart to overcharge and prepare it for launch.
At the heart of its chest lies a crystal-like window, akin to a massive slab of amber: a prison for those trapped within it, their forms shadowed by the faceted angles, writhing and jerking with his manipulations.
The way he glares down at Mio reminds her so much of Ziajol that it hurts.
--------------
<i>-- Who the hell pulled up the files on FF-0x? That project's a dead end for more reasons than I can count. The CEO made the final decision to cancel those military projects, and it's not like we can repurpose this strain for anything else: It's way too aggressive, grows like the damn plague, and none of our control methods are reliable against it.
This thing almost destroyed the Gamma facility when it was just in its larval form.
Now one of you eggheads is poking around in the black files? I want names, and if none of you come forward, I'll find out who <b>my</b> way.</i> -- Security Chief Jasuro.
Mio grimaces as she's forced to scale the hive like a climbing wall, metal hands sinking into the softer portions of purple flesh in order to give her the grips she needs to ascend. Slowly but surely - and batting off more than a few inquisitive tentacles in the process - she reaches the twirling keycard and grabs it!... only to find that it's been chewed in half, rendering it useless.
And that's only the second-worst part.
<div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
The boulder-like growth upon which she stands suddenly shudders, causing Mio to wobble and swing her arms out to try and remain standing! It's no use - the 'ground' beneath her feet suddenly collapses into a slope, forcing her to slide into the infestation-filled chamber to the east! She lands in a roll and springs back to her feet, the noises of lust around her deafening as she beholds something gray, lumpy and <b>animated</b> set in the meat-wall before her.
She watches as it rises, two distinct creases appearing on either side of it... arms! It's not just a lump - it's a <i>walking</i> lump. A big one, at that!... Mio takes a step back, wincing as her back collides with the reformed 'boulder' behind her as the Monster lumbers fully to its feet and turns around with shallow, swaying steps, standing with a lurching gait. It's a huge brute, with sunken yellow eyes upon a neckless head that domes down towards broad shoulders, thick, trunk-like arms that flank a barrel-shaped body, all mounted upon squat, powerful legs. It stares blankly at her for a moment, during which Mio can't help but notice the <b>XXL</b> prick that sways between its legs in tune with a slow and pondering heartbeat, slick with recent and extensive use.
Glancing down between the Monster's legs, Mio sees the culprit: a pale, shapely Elven woman was pinned beneath it, her legs spread wide, her ruined lab coat all that lies between her and the hive beneath and around her in that cramped little divot. Judging by that pose, the myriad stains across her body, and the... enthusiastic expression on her face, she's been stuck here for a while.
But this brute clearly believes it deserves more than one playmate - more than the roughly dozen Mio counted outside, doubled again within this stifling, boiling antechamber, scientists and security alike firmly entrenched in the walls, the floor, even the ceiling... muffled moans, breathless panting, shivering sighs. The Monsters inspection of Mio complete, her gaze is briefly drawn back up to a mighty <b>throb</b> of approval from that heaving shaft! She lets out a disapproving gasp, grimacing up at the Monster as it leers back down at her, spreading its arms into a wrestler's stance, an alien intelligence burning in those pinprick eyes as the Elf it was just mating-pressing dimly blinks past it to gaze in awe at Mio. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The Hive's #1 Bastard...
<span style="color:#F8FFB1">The FUM!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $player_icon_right to 12>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<include "Chewed Up Keycard Pickup">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FUM">>
<<set $Enemy_level = 2>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 80>>
<<set $Enemy_hp = 80>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 2>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 2>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 1>>
<<set $Enemy_dodge = -1>>
<<set $Enemy_morale_bonus to 20>>
<<set $Enemy_alias = "FUM">>
<<set $Enemy_Article = "The FUM">>
<<set $Enemy_article = "the FUM">>
<<set $Enemy_class = "Professional Bastard">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "weak">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "resist">>
<<set $Enemy_elec = "resist">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "weak">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "weak">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 50>>
<<set $Enemy_burn_resist_natural = 100>>
<<set $Enemy_bleed_resist_natural = 50>>
<<set $Enemy_paralyze_resist_natural = 50>>
<<set $Enemy_freeze_resist_natural = 100>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_FUM_Experience is 0>>
<<set $Player_FUM_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Strong">>
<<set $Enemy_agility_rating to "Charging">>
<<set $Enemy_wits_rating to "Cunning">>
<<set $Enemy_toughness_rating to "Durable">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Lumbering(?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 60>>
<<set $Enemy_hp = 60>>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 95>>
<<set $Enemy_hp = 95>>
<<set $Enemy_strength = 4>>
<<set $Enemy_agility = 2>>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 60 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<set $Enemy_damage to 10>>
<b>The FUM staggers backwards, leaning heavily against the hive walls!</b>
<br><br>
With a brief glare of malice towards Mio, the FUM suddenly frowns and doubletakes to his right... that frown turning into a triumphant grin! Mio can't understand why at first, but her gaze tracks the Monster's own towards a vibrant blue tentacle peering from the wall.
<br><br>
Without warning, the FUM suddenly reaches up and pulls the far smaller monster from the wall - consisting of one large tentacle and a blue-and-purple body surrounding a large, expressive yellow eye - before dangling it over his gaping maw. Mio winces as the FUM drops its meal, swallowing it whole with a repulsively loud swallow and a little panicked squeak from the victim. The FUM has no doubt healed from the mid-fight snack! At least there's nothing else dumb enough to pop its head out...
<br><br>
<b>$Enemy_Article healed for 10 HP!</b>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_damage, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_hp_temp <= 33 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<b>The FUM rolls what little neck it possesses, baring its teeth in a tight clench!</b>
<br><br>
Furious at her continued resistance - effective resistance, at that! - the FUM pulls out all the stops. It raises one of its lumpy arms up to bring its hand towards its mouth, sticking out a thumb and!... latching onto it with its lips. Mio watches in bewilderment as the brute blows, hard, its limbs swelling with extra muscle, its body taking on a purple hue in between its joints!
<br><br>
<b>The FUM's strength increased, and it isn't finished yet!</b>
<<set $Enemy_strength to $Enemy_strength + 2>>
@@#space;[[Click or hit Space/Enter to Continue->Combat FUM Attacks]]@@
<<else>>
<<set $Enemy_dice to dice('1d9')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d6')>>
<<include "Combat Enemy Base Attack">>
Rearing its head back - a feat which requires the FUM to lean back at the waist, given its limited neck - the Monster suddenly pitches forwards with its maw wide open. Its tongue unfurls like a whip to spray Mio with a strange green substance that sprays from the tip! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gasps as she's doused in the organic muck, sensors blaring in warning at the PH levels. It's acid: not enough to cause severe harm, but it certainly stings!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gasps as she's utterly drenched in the organic muck, sensors blaring in warning at the PH levels. It's acid: not enough to cause severe harm, but it certainly stings! It's even leaking into the joints of her limbs-- that's not good!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The FUM twists its body and leans forwards, its malicious grin widening as it presents its shoulder to Mio. The Android frowns, trying to read the Monster's intentions... only to have them answered when the brute suddenly breaks into a shoulder tackle! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! It careens into a hive-wall, struggling to get free: <b>Enemy Dodge reduced until next turn!</b> <<set $Enemy_attack_dodge to -2>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio attempts to dodge, but the FUM moves with shocking speed for its bulk. Before she can properly react it's closed the distance and shoved her, hard, into the hive-flesh! Mio grunts from the force of impact, though it's a double-edged sword: the hive is so startled by the knock that it neglects to grab her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio attempts to dodge, but the FUM moves with shocking speed for its bulk. Before she can properly react it's closed the distance and shoved her, hard, into the hive-flesh! Mio grunts from the force of impact, then gasps as her arms are grabbed by the living wall, trying to encase her in place. She's forced to overstrain her servos to pull free before they can, coming loose with a wet <b>-schlllck-</b> as tentacles reluctantly slither off of her.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 60>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('3d3')>>
<<include "Combat Enemy Base Attack">>
The FUM clamps its mishapen, odd-fingered hands together, its leering grin growing uncomfortably wide as its eyes take on an eldritch glow. Pulling its hands apart, they now appear linked by a wisp of black, crackling smog... which disappears when he harshly claps his mitts back together. Mio feels her sensors buzz-- above her, a cloud forms! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio sidesteps a sudden bolt of lightning, which scorches the hive-flesh where she stood mere moments before. Smells... meaty.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gasps as she's struck side-on by a bolt of lightning, too slow to dodge out of the way in time! It careens through her shoulder, briefly leaving her arm limp and useless before it reboots... with difficulty!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gasps in panic - she tries to dodge, but the hive-flesh beneath her feet has sunken in around her metal boot, keeping her stuck. The cloud rumbles, striking her right on the head with a bolt that makes her eyes flash blue and scroll errors, forcing her systems into a hasty reboot! On the brightside, that shock utterly frazzles the tentacle that foolishly grabbed her...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 80>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_dodge to -1>>
<<set $Enemy_attack_def to -1>>
<<include "Combat Enemy Base Attack">>
The FUM lets out a cruel crackle as it leers at Mio's body, not hiding its intentions in the slightest. It suddenly charges towards her, arms thrown wide! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio sidesteps with a huff, watching as the FUM barrels past her. It barely stops itself with a frustrated grunt, glaring over its shoulder at her before it lumbers itself back around.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio's eyes widen as the FUM bloats her vision, dwarfing her in size! Unable to avoid its charge, she's caught as its arms swing inwards in a savage bearhug!
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">><</link>>@@
<</if>>
<<elseif $Enemy_dice is 8>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_dodge to -1>>
<<set $Enemy_attack_def to -1>>
<<include "Combat Enemy Base Attack">>
The FUM raises a hand and spreads its three fingers wide, eldritch energies crackling between them. It speaks in a slurred tongue completely alien to Mio, so much so that each word seems to slide right off of her mind. Wait... no, that's-- this sensation feels wrong! Mio's eyes widen as the FUM scoffs patronizingly at her, her vision beginning to darken! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio reacts quickly, recalibrating her sensors when she feels them begin to lie to her about her surroundings, as well as leaping to her side to throw off the FUM's aim. Judging by the Monster's foul scowl, it worked a treat!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio gasps as she feels a strange burden weigh upon her body, rooting her on the spot. Worse still, her vision begins to darken until she can barely see the FUM's pale-toothed leer twinkling in the gloom...
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 70>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 2>>
<<set $Enemy_attack_def to 3>>
<<include "Combat Enemy Base Attack">>
Backing away to the fleshy walls of the hive, the FUM suddenly slams a hand into the pulsating meat and rips out a bruise-purple pod from the depths of the hive. Mio grimaces at the bizarre sight... then looks on in shock as the FUM tosses it overarm before leaping heavily into cover-- she hears the lumpy brute go 'splat'! <br><br>
<b>Enemy defence raised until its next turn!</b> <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! The pod explodes in mid air, a great gout of poisonous smog filling the room. But Mio took a page from the FUM's own book, slipping into cover behind a research table. The fog quickly dissipates!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio tries to cover herself with her arms crossed before her, but the pod explodes in mid air well before it reaches her, throbbing and swelling as it flies. The resulting expulsion of a toxic cloud makes her synthskin burn and flush. A chemical analysis shows it's a slow-burning aphrodisiac as her body tries to fight it off!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio tries to cover herself with her arms crossed before her, but the pod explodes in mid air well before it reaches her, throbbing and swelling as it flies. The resulting expulsion of a toxic cloud makes her synthskin burn and flush. A chemical analysis shows it's a slow-burning aphrodisiac as her body tries to fight it off! But it's clinging heavily to her body, the smog humid and slick wherever it lands upon her.
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
The FUM's demise is fittingly bizarre. There's no dramatic howl of despair, no roar of anger!... instead, it simply stops in its tracks, shoulders slumped, staring directly at Mio with its ever-present, lopsided smile. Its sickly moon-yellow eyes suddenly flicker and glimmer like lightbulbs on the verge of failure, then!... out they go, completely dimmed, two small black pits upon the top of its head. <br><br>
For a moment, silence and stillness, even among the captives embedded in the hive-flesh around them, as though the entire facility were holding its breath. Then the FUM teeters on its feet, tilting forwards into an uncontrolled fall, body strangely rigid as it flops onto its face. With a humid <b>WHULP</b> upon the ground, that rigidity immediately fails, the FUM flattening like undercooked dough. Mio blinks with a grimace as the chirps and moans around her gradually pick back up in volume. <br><br>
<b>Victory!</b>
<br><br>
The Elf woman from earlier blinks up at Mio, her eyes twinkling with awe-struck adoration at her feats of heroism.
<<elseif $Enemy_surrender is 1>>
VictorySpareButYouShouldn'tBeSeeingThis<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 35>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 125>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Broken Chain</b> and a <b>Busted Terminal!</b> <<include "Broken Chain Pickup">><<include "Busted Terminal Pickup">>
<br>Acquired a <b>Medi Drone!</b> <<include "Medi Drone Pickup">>
<br>Acquired a <b>Smartpick!</b> <<include "Smartpick Pickup">>
<br><br>
<<linkreplace "Help her up.">>
Mio exhales, long and slow, to help clear any excess overheat from that battle. Satisfied that she's safe to be around - and trying to drown out the chorus of noises all around her, some of which sound <i>disappointed!</i> - she steps towards the Elven woman, still lying in that divot of flesh left in the brute's absence, and offers her a still-warm hand.
<br><br>
<span style="color:#E5CEF3">"Can you stand?"</span> she asks, the Elf still regarding her with something of a far-away dreamy look. Mio... isn't sure if that's a good thing. After a concerning delay, however, she blinks and seems to snap to lucidity. She reaches for one of her pointed ears - upon the top edge of which lies a strange device - and runs a finger across it, suddenly looking even more 'with it'. She weakly takes Mio's hand.
<br><br>
<span style="color:#3DFF61">"Gosh! Good question, actually... I certainly hope so. Let's... find out!--"</span> she gasps, pulled to her feet by Mio!... only to collapse against her upon bowed legs, causing the Android to splutter slightly when she gets a face-full of the gorgeous woman's sizeable chest for her trouble. A fussing little fit of apologies spills from the Elf as a result, placing her hands on Mio's shoulders to push herself into a straighter position. <span style="color:#3DFF61">"Oh my gosh! So, SO sorry - I can't really feel my legs right now."</span> she explains, her accent sounding as though it belongs on a sunny beach, her vocabulary somewhat at odds with the intelligence clearly burning in her eyes: and emblazoned upon what's left of her uniform, her coat fancier than the others Mio's seen so far. Especially that keycard peeking from her pocket, which <i>isn't</i> chewed to buggery!
<br><br>
Mio, having swiftly recovered from her impromptu motorboating, shakes her head with her best reassuring smile. <span style="color:#E5CEF3">"It's fine. I'm surprised you can stand at all."</span> she remarks, trying very hard not to concentrate on the assorted fluids that just got smeared on her from that skinship. <span style="color:#E5CEF3">"Let's continue this conversation somewhere a little less stifling?"</span> she suggests, earning an enthusiastic nod from the Researcher. It takes a while, but with some effort, Mio helps to guide the woman and her shaky legs up over the mound of meat and back into the Development chamber proper, where - comparatively - they can breathe a little easier.
<br><br>
<<if $Scene_FUM_Defeat isnot 1>>
<<set $Scene_FUM_Defeat to 1>>
<b>(Scene 'FUM Capture' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 0>>
<<set $level_cap_level to 7>>
<<link "Continue" $Prior_Location>><<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">><<include "Combat Deactivate Combat Mode">><</link>><br>
<</linkreplace>>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "FUM Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat FUM Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "FUM Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "FUM Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "FUM Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "FUM Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters, Males, Mind Control (semi)</b>
<br><br>
<<spoiler 7 5>>Mio is accidentally foiled not by the FUM, but by Selene: the very Elf she's attempting to rescue! Dosed with aphrodisiacs, she's soon pinned between the mishapen monster and the apologetic (but amorous) Elf, who easily holds her attention as the FUM sets about enjoying his prize. After the bad end timeskip, Mio and Selene are hard at work pleasuring their captor without a care in the world, dreamily certain that they'll muster up the strength to slip free after just one more dose.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "FUM Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "FUM Loss Disabled">><</link>>
<</nobr>><<nobr>>The FUM overpowers <<= $Player_alias>>!
<br><br>
Trapped amongst his other brides, Mio succumbs to pleasure!
<br><br>
Game Over!
<<nobr>>
<<set $fantasize to 1>>
<<include "FUM Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>> <div align='center' style='font-size: 130%;'><b>FUM - the 'Fuck Freak' Monster.</b></div>
Easily dwarfing Mio in height and bulk, the FUM is built like an escape pod that sprouted legs, arms and a neckless head, possessing a dome-shaped skull that slopes down to its shoulders. Equipped with thick, amphibious hide akin to an arctic sea creature, it conversely radiates substantial heat - enough to make it steam even in the humid hive environment. Its legs terminate in stubby feet more akin to hooves, and it possesses misshapen three-fingered hands with an extra joint in the two non-thumb digits. Its facial features are lacking: two small, recessed moon-yellow eyes punctured widely upon its head lie above a jaw-to-jaw splitting maw, often curled into a cruel, lecherous smirk. The brute is entirely nude, proudly carrying a monstrous prick no doubt hand-designed by TentaCo's finest perverts to be a weapon of sexual mass destruction, right down to every ridge and swollen vein.
Mio feels even smaller than she already is by comparison thanks to the way it constantly sneers down at her...
--------------
<i>Something wicked this way comes! Here at TentaCo™, we don't judge. If a brutish physique, a possessive grasp, a cunning mind and a tastefully designed layer of revulsion does it for you: you're not alone! While legally and morally we can't share our exact sales figures for the big guy, we -can- tell you that he's one of our most popular products... and his ability to fuck like a machine and keep a tight hold of the leash is a big part of why! (PleaseNoteThatTentacleCollarAndLeashSoldSeparately).
To activate your FUM, first clear a (preferably water-tight) room to be used for activities. Also, clear roughly a weekend's worth of space in your calendar. Remove the lid, locate the sealed hydration formula, and open and empty it into the central core of the TentaCan TentaTub. Reseal the lid tightly, and stand back!
PLEASE NOTE: Your FUM's lifespan can be prolonged via feeding it, but we strongly recommend against doing so, lest it learns your weaknesses in detail. We neither take responsibility for your higher brain functions nor for your budget. ADDITIONAL: Not recommended for the Magically Sensitive.
</i>
<<nobr>>
<<set $fantasize to 1>>
<<include "EXAMPLEBOSS Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>The EXAMPLEBOSS manages to EXAMPLEBOSS $Player_alias
<br><br>
EXAMPLEBOSSUHOH
<br><br>
Game Over!
<<nobr>>
<<include "EXAMPLEBOSS Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "FUM Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "FUM Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "FUM Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0>>
The FUM lets out a sinister chuckle as it feels Mio turn slack and limp in its harsh grasp. Unfurling one arm from around her torso, he carelessly brings an oversized hand around her head - doughy fingers filling into the grooves of her sculpted 'hair' - and hoists her aloft before him.
<br><br>
Mio can barely meet the brute's gaze. Not with her hips twitching mindlessly, her limbs quivering, and her biomechanicals utterly riddled with aphrodisiac toxin warnings, that drool clinging thick and firm to her doll-like features.
<br><br>
Akin to a prizefighter assured of his victory, the FUM suddenly drops Mio onto her feet, tauntingly pointing to his neckless head with a leer, inviting her to punch him. Enraged even through her malfunctionings, the barely-standing Mio attempts to do just that!-- Only for her metal fist to ring out a hollow little <i>slap</i> upon impact with his cheek from the feeble force behind it. The FUM's grin intensifies and his tongue lashes out for another lick of her cheek, the force of which sends Mio staggering backwards on barely-functioning legs.
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's face contorts with revulsion as the FUM's arms wrap tightly around her midsection, hoisting her up off the ground! Her body immediately becomes smeared from contact with its amphibious hide. She kicks and squirms, but with her arms pinned by her sides, there's little she can do... and the FUM knows it. She flinches when the brute's eyes twinkle, its freakishly lengthy tongue spooling free, splattering her cheek with drool.
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's grimace is enhanced into cartoonish exaggeration from the FUM's enthusiastic lick of her cheek, the force behind it far greater than a tongue has any right to possess. After the humid heat of that muscle parts from her face, Mio can still feel a pervasive tingling - she wisely keeps her mouth shut, lips tightly pursed. The FUM grins down at her all the same, suddenly tightening its grip around her body, reminding her of how small she is by comparison... a thought soon obliterated by a new and more pressing concern: a massive <b>weight</b> shoved between her leg, burning with heat through her <<= $Player_outfit_bottom>>!
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Without warning, the FUM thrusts forwards, mashing Mio tightly against its body, riding her along the top of its obscene prick. With the weight of her militarized legs left to dangle, the pressure of her thighs around the monster's member seems to make up for the armour plating. It certainly seems that the FUM weighs the benefits above the downsides, given the way its heavy club of a cock throbs violently against Mio's sex, the brute chuckling in its strange, echoing baritone before giving the huffing, squirming Android's face another good coating of tingling drool.
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio feels the internal structure of her torso <i>creak.</i> That's how hard the brute is 'hugging' her as it rocks back and forth, its lazy thrusts between her legs carrying her from tip to base with increasing heavy <b>smacks</b> when their bodies meet. The obscene design of its prick makes matters worse, dragging her over bumps and ridges that add unexpected stimulation to an already precarious situation. Worst of all... it's getting <i>faster</i>, the FUM rasping boiling breath across her face, carrying with it a strangely sweet scent.
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio lets out an involuntary squeak as she's hugged as tightly as possible, feeling herself all-but-swallowed against the FUM's far greater bulk. The monster hisses through bared, dull teeth, mashing Mio against its twitching cock, grinding her against the base. She can feel it leaping and jerking behind her, riding up against and between her ass!... Mio splutters as the FUM suddenly tries to jam its tongue into her mouth, her pursed lips tested to their very limits as the monster unleashes a torrent of seed! Each rope is accompanied by a heavy <b>leap</b> of its shaft against her body, pushing harshly against her pussy, her pinned body left with no room to move. The bastard's climax ends after spraying far too much of its foul, cloying seed in great arcs behind her, its tongue withdrawing to leave her lips buzzing with aphrodiasic fire.
<br><br>$Player_alias takes $Enemy_dice damage!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Mental">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_focus - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Fight against the influence! (WIT)" "FUM Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_wits_total>>
<<set $Player_dice to $Player_dice + 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "WIT">>
<</link>><br>
<<link "Be tough, overcome it! (TGH)" "FUM Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_toughness_total>>
<<set $Player_dice to $Player_dice - 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "TGH">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "FUM Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0>>
<span style="color:#E5CEF3">"Loose... Lose..."</span> Mio murmers slowly, her body relaxing as she feels herself up as casually as can be! A soft giggle escapes the Android as she does so, a noise in shocking contrast to the baritone chuckle of the triumphant FUM. It unclenches its fist, perspiration clear upon its dome-shaped forehead, but the deed is done. The cloud dissipates, but Mio does not snap back to her senses, nor does her combatative stance return. She simply stands there with a dreamy smile on her face before it turns into a mischevious grin, tightly gripping at her $Player_outfit_top to carelessly tug and even rip it off!
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's face contorts in shock as the leering FUM clenches his raised fist. At once, Mio's vision goes from merely darkened to entirely blacked out! Are her sensors malfunctioning? No, they all read green! She catches trace wisps of movement, and realizes that a dark fog has coalesced around her head. She waves her arms to try and dispel it away, but it refuses to budge. Worst of all, the longer it lingers, the heavier her head feels, as though it were filling with the self-same fog!
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The fog around Mio's head darkens further, causing the Android - frozen in her tracks - to shudder on the spot, her senses dulled and smothered to the point where she feels as though she's swimming alone in darkness. The FUM has to focus to maintain this strange magic, immobilizing it in turn... though that's of little relief to Mio trapped in her own little world. Especially when the dark cloud crackles with purple lightning, casting harsh images through the darkness! Images, sounds... even <i>touch, taste and smell</i>, and all of a very specific theme:
<br><br>
Mio, nude and on her knees, worshipping the FUM's obscene prick with love throbbing cartoonishly in her animated eyes!
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Ngh, this... isn't right!..."</span> Mio gasps, even as she watches herself plant a vulgarly dripping kiss upon that lipstick-stained monstercock before nuzzling it against her cheek, her expression akin to a girl embracing her eternal lover. Despite her protests, she becomes aware of a pressure against her chest... and this is no illusion! It's her own hands, squeezing and massaging with uncontrollable need!
<br><br>
<span style="color:#E5CEF3">"Sure it is!~"</span> retorts an all-too-familiar voice, Mio's shrouded eyes widening as the scene shifts to herself giving an enthusiastic thighjob to that throbbing spire of a cock, the FUM's gigantic hand resting upon her head in strangely affectionate pats. The Mio in the mirror stares back at her with searingly uncomfortable eye contact, akin to a predator probing for weakness in its prey as she slides back and forth...
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Can't you hear the moaning all around you? Can't you feel the love in the air? This is <b>totally</b> right!~"</span> Mirror-Mio purrs, giggling as the scene shifts once more, colours melting and smearing through the darkness as they prepare to be repainted into new, perverse portraits... plural. Mio grits her teeth, fingers sinking deeply into her own chest as her vision is suddenly swarmed with lewdness in all directions!
<br><br>
Desire burns unnaturally in a heart she does not possess as the scenes play out before her. Her own face hazily peering out from the cushion it's buried into as she's slammed from behind. Her wide, startled but gleeful eyes boring into her own as she's locked into a savage mating press, meaty hands clamped around her neck. Gaze hazy as she's folded in a full-nelson hold, hands gripping her aural sensors like handles... moaning around that jaw-aching cock as it slips past eagerly sucking lips, riding the monster in his lap with esctasy etched on her face, slammed against the hiveflesh walls with her legs stretched to their limits-- all as her own voice echoes with moans, cries, and demands to <span style="color:#E5CEF3">'let loose!~'</span>
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio squeaks out a strange growl of frustration as the scenes advance, the cloud around her head as furious as a thunderstorm as it crackles and strikes. She's forced to watch herself used and toyed with like a mere fuckdoll, but worst of all: she watches herself cum, again and again, each time accompanied with a severe deepening of some unknown pit inside herself.
<br><br>
The many mirrors of her cross their eyes in fucked-stupid glee, stick their tongues out as far as they'll go, babble brainless platitudes and thanks and oaths, pose with that brutal pillar of prick as though it were a fond friend... and each time eats away at her reason and deepens the mounting chorus that demands <span style="color:#E5CEF3">'let's lose!~'</span>
<br><br>
It's too much to take, threatening to overload the spell. Mio shudders as the images recede back to the first one, of her on her knees before the FUM. Her hands, clawed deeply in their singleminded groping of her tits, uneasily relax... but do not let go.
<br><br>$Player_alias loses $Enemy_dice Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Mio lets out a grunt of exertion, her eyes flashing in rhythmless strobes as she pushes out with her arms! The FUM's usually ever-present sneer transforms into a glower of concern, the brute's arms twitching as it slowly loses its grip.
<br><br>
With a <i>-schllrk-</i>, Mio manages to free an arm! Rolling it back, she roars out as she slugs the FUM square in the face, landing with a hop upon her feet when it releases her and staggers backwards in shock! The impact leaves an ugly indentation in its already ugly, swollen face, akin to punching dough. Reaching up, it massages its cheek back into 'proper' shape, its grin returning in a mixture of respect and <i>anticipation.</i>
<br><br>
After all, Mio's given it motivation, now...
<<else>>
Twisting sharply from side to side, Mio keeps the FUM frustrated and guessing as it struggles to keep hold of her. Turning to her right, Mio suddenly straightens back out: the effect is akin to slipping free of bonds around the wrist, except applied to her whole body!
<br><br>
The FUM growls as its arms -whump- against its own body, hugging itself for a moment in the absence of its Android cuddle-partner. Mio, who landed neatly on her feet, jets backwards across the ground upon the thrusters in the soles of her armoured boots, skidding to a halt out of arm's reach, grimacing at the slime still coating her body.
<br><br>
The FUM unfurls its arms, fingers twitching in outwards desire to hold her again.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio huffs and puffs, tensing with her arms and planting her boots upon the FUM's legs to push!... but for now, it's to not avail. It keeps a tight hold of her body, refusing to let her go!
<<elseif $Struggle_Type is "AGI">>
Mio wriggles this way and that, but no matter how she tries, the FUM just adjusts its grip to ensure she can't slip away. The more she squirms, the worse it gets: she's forced to 'relax' for a moment once it gives one too many warning squeezes...
<<else>>
Mio shuts her eyes tightly and frowns, trying her best to ignore the repulsive presence of the FUM. It's difficult, of course, but temporarily shutting down some of her sensors helps a lot, allowing her to try and focus on a plan of escape. In turn, the FUM's grip loosens, falsely lowering its guard... <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Strengthescape
<<else>>
Agiescape
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Strengthfail
<<elseif $Struggle_Type is "AGI">>
Agifail
<<else>>
Enduretext <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple EXAMPLE Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0>>
EXAMPLEGrappleFINISHER
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple0
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple1
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple2
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple3
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
EXAMPLEGrapple4
<br><br>$Player_alias takes $Enemy_dice damage!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "WIT">>
Witsescape
Mio realizes the best way to break free of this slideshow of sexuality: to nitpick. As mirror-images of her locked in obscene acts float by, she focuses on the little things that are wrong about them. <span style="color:#E5CEF3">"... too tall... one too many fingers... missing the seams on my face... wrong shade... wrong voice... wrong, wrong--"</span>
<br><br>
<span style="color:#E5CEF3">"WRONG!"</span> Mio bellows, the cloud suddenly blown away in time with her roar! The FUM's hand sparks and the monster growls, shaking its hand as if putting out a fire, staring in bewilderment at the Android and her defiant face!
<<else>>
Mio shuts her eyes tightly, before coaxing her frown into a relaxed, stoic mask. One by one, she begins to tune out the other sensations around her, dispelling the illusion one layer at a time. Conversely, as she meditates on her feet, the FUM trembles and snarls, arm shaking with extertion from trying to maintain and strenghten the spell.
<br><br>
Mio's resolve wins out. The cloud suddenly blows apart and away from her face, her eyes slowly opening. A smirk graces her face at the sight of the FUM's arm, scorched black from a magical misfire! The brutish Monster growls, evidently displeased...
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "WIT">>
Mio tries her hardest to fight fire with fire, to dispel the illusions around her with her advanced, Synthetic mind. But logic fails against the supernatural events that plague her, leaving her stuck in that cloud of lust!
<<elseif $Struggle_Type is "TGH">>>>
Mio does her best to ignore the illusions that swirl around her... but it's hard. If she shuts her eyes, she can still hear it, feel it!... even smell it-- these sensations in unison make any one of them impossible to focus on and ignore!
<<else>>
Mio tries to bide her time. To relax, and think about this logically. The less she squirms - physically and mentally - the less harshly the FUM grips... realizing this, she plays along for the moment, feeling the clench around her mind beginning to falter. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Mental">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_focus - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Fight against the influence! (WIT)" "EXAMPLE Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_wits_total>>
<<set $Player_dice to $Player_dice + 0>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "WIT">>
<</link>><br>
<<link "Be tough, overcome it! (TGH)" "EXAMPLE Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_toughness_total>>
<<set $Player_dice to $Player_dice + 0>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "TGH">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0>>
EXAMPLEGrappleFINISHER
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple0
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple1
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple2
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple3
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
EXAMPLEGrapple4
<br><br>$Player_alias loses $Enemy_dice Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "WIT">>
Witsescape
<<else>>
Toughnessescape
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "WIT">>
Witsfail
<<elseif $Struggle_Type is "TGH">>>>
Toughnessfail
<<else>>
Enduretext <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple EXAMPLE Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
<b>-Clack-.</b> Mio stiffens at the sharp noise, for it cuts through the ambient hiss and rumble of the maintenance chamber like a knife. It's unmistakable what it was: a heel upon metal flooring. <b>-Clack, --clack-, -clack-...</b> drawing closer on slow, deliberate footsteps, easily traced back the way she came: the only exit.
Taking a moment to collect herself, Mio's face is hard as stone as she sets her gaze around the corner, exhaustion showing in her eyes even through their artificial glow. What she sees surprises her: it's shaped like a lady, and it's wearing a tattered lab coat... could it be the girl from earlier, who sealed the checkpoint? No, no-- another elf, but with pale blue skin, silver hair... and... <b>something throbbing on her face.</b>
Mio steps back with a grimace as the meaty 'blindfold' around the Drow's face opens its massive, single eye to stare daggers into the Android. The eye is fiercely yellow with a purple border, whereas the flesh that knits down from the top of her head down to her neck and back is a dark, bruised blue. The woman it's attached to slumps slightly where she stands, her shoulders slack, her legs crooked: that lab coat that hangs off of her body is all she wears, save for a pair of once-well-kept shiny black boots with sharp, long heels. Her frame brings the word 'athletic' to mind: moderate curves enhanced with impressive tone down her arms and legs. With a hollow gasp, she suddenly stands straight and raises her arms, revealing her hands to be clad with black claws and her back to be armed with a <b>swarm</b> of tentacles. She says nothing as she twitches forwards, walking like a zombie towards Mio, strains of that black-blue symbiosis coursing through the veins of her exposed body! It's time to fight...
<div align='center' style='font-size: 150%;'><b>A woman too close to her research...
<span style="color:#97BEFF">The Symbiode!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $marker_skull>>
<<set $marker3_icon_right to 120>>
<<set $marker3_icon_top to 222>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Symbiode">>
<<set $Enemy_level = 4>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 90>>
<<set $Enemy_hp = 90>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 3>>
<<set $Enemy_intelligence_total = 3>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 2>>
<<set $Enemy_morale_bonus to 100>>
<<set $Enemy_alias = "Symbiode">>
<<set $Enemy_Article = "The Symbiode">>
<<set $Enemy_article = "the Symbiode">>
<<set $Enemy_class = "Savage Symbiote">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "resist">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "weak">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Symbiode_Experience is 0>>
<<set $Player_Symbiode_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Enhanced">>
<<set $Enemy_agility_rating to "Graceful">>
<<set $Enemy_wits_rating to "Calculating">>
<<set $Enemy_toughness_rating to "Lacking">>
<<set $Enemy_strength_guess to "Dainty(?)">>
<<set $Enemy_agility_guess to "Graceful(?)">>
<<set $Enemy_wits_guess to "Alien(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 70>>
<<set $Enemy_hp = 70>>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "neutral">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 105>>
<<set $Enemy_hp = 105>>
<<set $Enemy_strength = 4>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_accuracy = 6>>
<<set $Enemy_blunt = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div>Mio slips into the vent head-first, having to twist down into a dip and U-turn before she's able to push up into a crouching stance. It's cramped, loud, and lit only by emergency red lamps... but it looks clean of infestation. Satisfied, she begins to advance forwards, ignoring the shutters either side of her, doggedly moving south.
As she clambers through the maintenance ducts, Mio wears a harsh frown. That's nothing unusual, but... something just feels wrong. She stops now and then to slowly scan the area in front of her: dim, dank, but seemingly clean. Nothing shows up on her sensors... and so, she does her best to ignore that uneasy feeling, pulling herself out of her crawling crouch and into a somewhat large annex between ducts. It's a relief to stand up again: a relief which is swiftly shattered.
<div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
<b>-Schllrk!-</b> Mio jumps at the noise, gentle though it may be. She turns around to track the source, for it's from the very vent she just climbed from... so how is it closed? Mio blinks in confusion, her eyes whirring as she zooms in onto the lattice grid of shiny, silken threads that now block her exit, each linked to a tiny purple organic node seemingly placed with care along the lip of the vent hatch. It's a trap, but by what?--
<span style="color:#E5CEF3">"Wuh!--"</span> Mio gasps, feeling herself rising up off the ground! She leaps forwards, landing in a crouch in this narrow space and turning with a sliding kick of one leg. She watches in shock as the floor where she stood moments ago continues to rise and warp, turning a shimmering purple-blue as some kind of alien menace abandons its hybernetic disguise! The shapeless blob rears back, revealing an even more colourful scene beneath its hide-like 'shell', pulsating with little nubby tentacles and rippling, sea-like folds. The aquatic monster easily dwarfs Mio in size, making this chamber more cramped still: and that's before it begins to slime its way towards her, the vent hatch behind her letting loose an unfortunately familiar <b><i>schllrk</i></b> as a second set of those silk-spewing nodes traps her within! It's time to fight...
<div align='center' style='font-size: 150%;'><b>Free hugs, free love...
<span style="color:#F8FFB1">The Bearslug!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Bearslug">>
<<set $Enemy_level = 2>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 70>>
<<set $Enemy_hp = 70>>
<<set $Enemy_strength = 0>>
<<set $Enemy_agility = 0>>
<<set $Enemy_intelligence = 0>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_strength_total = 0>>
<<set $Enemy_agility_total = 0>>
<<set $Enemy_intelligence_total = 0>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = -8>>
<<set $Enemy_morale_bonus to 20>>
<<set $Enemy_alias = "Bearslug">>
<<set $Enemy_Article = "The Bearslug">>
<<set $Enemy_article = "the Bearslug">>
<<set $Enemy_class = "Free Hugs, Extra Slug">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "weak">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 50>>
<<set $Enemy_paralyze_resist_natural = 100>>
<<set $Enemy_freeze_resist_natural = 100>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Bearslug_Experience is 0>>
<<set $Player_Bearslug_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Gentle">>
<<set $Enemy_agility_rating to "Sluggish">>
<<set $Enemy_wits_rating to "Basic">>
<<set $Enemy_toughness_rating to "Absorbant">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Slippery(?)">>
<<set $Enemy_wits_guess to "Basic(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 55>>
<<set $Enemy_hp = 55>>
<<set $Enemy_piercing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_toughness = 2>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 85>>
<<set $Enemy_hp = 85>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 1>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
No sooner does Mio step into the reach of the restrained green alien does she realize that something is amiss. She goes to pull back, but it's too late - all of a sudden, something slick and prehensile loops around her body from above, tightening in coils that trap her legs together hard enough to make them -clank-, pinning her arms by her sides!
<span style="color:#E5CEF3">"What the-- ngh!!--"</span> Mio huffs, straining as a purple blur flips from the ceiling above and lands neatly next to her: immediately, Mio feels a feminine figure grinding against her from behind, a woman slightly taller than her reaching around with gloved hands to cop a squeeze of her chest through her <<= $Player_outfit_top>>!
<span style="color:#FE84E5">"Whoa whoa whoa, what do we have here?~"</span> an overtly sultry voice purrs in her ear, akin to warm syrup pouring upon fruit. Twisting, Mio comes face to face with... no face!? Just lips - black and shiny like the gloved hands groping her, plush and full and twisted into a playful but oddly sinister smile. Aside from those lips, Mio can see right through her: Literally! She's translucent, made of purple gel, her head tipped with a mighty 'ponytail' that's currently coiled around Mio's body! The slime-woman huffs as she bends Mio over - despite the squirming Synthetic's resistance - and grinds against her rear, squeezing down hard with her coiling 'hair'. <span style="color:#FE84E5">"Don't you know this is a closed set, sweetie? MmmMMM~... can't say I'm upset to see you, though. "</span> the alien admits with a soft giggle, one hand abandoning Mio's chest to slip down her side and rest upon her hip. <span style="color:#FE84E5">"Fuck it, the more the merrier!~ You wanna try out for this shoot, honey? Then lemme see what you've <b>got. ♥</b>"</span>
<span style="color:#E5CEF3">"Let me go, you-- hwah!?--"</span> Mio yelps as the slime girl does just that, her tail suddenly unwinding like a string around a spinning toy, sending Mio skidding and hopping on one foot before she can regain her balance - head briefly spinning a full rotation around before she catches it with a groan. The shapely but athletic-looking slime girl, clad in nothing but those latex-like long boots and gloves, poses with her hip jutting out far to one side - her ponytail whips the ground behind her, as long as her entire body if not longer!
<span style="color:#FE84E5">"Take one, baby! Let's see if you can outlast the paper Sneerz, here!~"</span> the slime girl announces with a cheeky grin. It looks like it's time to fight...
<div align='center' style='font-size: 150%;'><b>A petri-dish pornstar...
<span style="color:#FE84E5">The Goo Doll!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Goo Doll">>
<<set $Enemy_level = 3>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 80>>
<<set $Enemy_hp = 80>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 3>>
<<set $Enemy_intelligence_total = 3>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 3>>
<<set $Enemy_morale_bonus to 20>>
<<set $Enemy_alias = "Goo Doll">>
<<set $Enemy_Article = "The Goo Doll">>
<<set $Enemy_article = "the Goo Doll">>
<<set $Enemy_class = "Slimepunk Pornstar">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Goo_Doll_Experience is 0>>
<<set $Player_Goo_Doll_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Gentle">>
<<set $Enemy_agility_rating to "Sluggish">>
<<set $Enemy_wits_rating to "Basic">>
<<set $Enemy_toughness_rating to "Absorbant">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Slippery(?)">>
<<set $Enemy_wits_guess to "Basic(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<<set $Enemy_dodge = 1>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 75>>
<<set $Enemy_hp = 75>>
<<set $Enemy_dodge = 5>>
<<set $Enemy_toughness = 3>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio sighs as she resigns herself to the trial ahead. With the weird stuff she's seen in the facility thus far, she doesn't know what to make of the shapely sarcophagus with its sculpted, smirking smile... but one thing is clear. It's covered in tentacles, which has up until this point been a pretty good indicator that it's up to no good.
Readying her <<= $Player_weapon_main>>, Mio tenses slightly!... then springs towards the obsidian altar, her eyes narrowing as those tentacles erupt from its shadowed crevices once more. Whoever's inside that thing might need her help, damnit! It's time to fight...
<div align='center' style='font-size: 150%;'><b>The Succubi's servant...
<span style="color:#EE488A">Beezlebuu!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Beezlebuu">>
<<set $Enemy_level = 2>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 90>>
<<set $Enemy_hp = 90>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 0>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 0>>
<<set $Enemy_intelligence_total = 3>>
<<set $Enemy_toughness_total = 4>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 4>>
<<set $Enemy_dodge = -5>>
<<set $Enemy_morale_bonus to 100>>
<<set $Enemy_alias = "Beezlebuu">>
<<set $Enemy_Article = "Beezlebuu">>
<<set $Enemy_article = "Beezlebuu">>
<<set $Enemy_class = "Succubi Servant">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "weak">>
<<set $Enemy_piercing = "resist">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 100>>
<<set $Enemy_burn_resist_natural = 100>>
<<set $Enemy_bleed_resist_natural = 100>>
<<set $Enemy_paralyze_resist_natural = 50>>
<<set $Enemy_freeze_resist_natural = 50>>
<<set $Enemy_chill_resist_natural = 50>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 125>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Beezlebuu_Experience is 0>>
<<set $Player_Beezlebuu_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Powerful">>
<<set $Enemy_agility_rating to "Turret">>
<<set $Enemy_wits_rating to "Cunning">>
<<set $Enemy_toughness_rating to "Rock Hard">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Immobile(?)">>
<<set $Enemy_wits_guess to "Unknown!">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 70>>
<<set $Enemy_hp = 70>>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 105>>
<<set $Enemy_hp = 105>>
<<set $Enemy_strength = 4>>
<<set $Enemy_toughness = 5>>
<<set $Enemy_accuracy = 7>>
<<set $Enemy_blunt = "neutral">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio gets that strange, sixth-sense feeling that something is amiss. Even so, it's more luck that saves her rather than any kind of planned response to it: she ducks right as a toxic-pink blur swings overhead, thick as a fallen tree, <b>slamming</b> into the wall in front of her hard enough to buckle tiles and expose the mechanical gridwork behind it. Her eyes widening, Mio traces the origin of the swing and blasts her grav-nav thrusters to skid herself back and away - unfortunately, away from the exit, now blocked by...
<span style="color:#FF3D76">"'Oops'. Sorry, bitch-bot. That almost hit ya, huh?... clumsy me."</span> the figure hisses, cast in eldritch-tinged shadows, gloomy light filtering through her dripping, barely translucent body. Her face is entirely obscured, save for the diamond-sharp shape of her eyes, burning with toxic intensity, a savage red-pink that seems to pulse around pinprick, obsidian pupils. She slithers forwards upon a powerful, contracting tail that she consists of from the waist down, vague details of ribbed scales only just visible through the roiling corruption that runs off of her like spilling molasses. Light reflects off of the shiny black gloves that decorate her arms, her form squished around them just beneath the shoulders, fingers flexing within that latex scaffolding. Brought forward into the light, her glaring face is brought into sharp focus... the tip of her tail rising, bits of the wall stuck floating in it until she whips it off to the side, ejecting them as they melt and belch acrid, black smoke.
<span style="color:#FF3D76">"You must be the cleaner, huh? Well, lemme introduce myself: <b>I'm the mess.</b>"</span> she snarls, rushing towards Mio with her clawed fingers outstretched and her jaw opened far wider than her face should allow, eyes alight with fury.
<span style="color:#E5CEF3">"What!? I'm not-- Damnit!!"</span> Mio huffs, throwing herself out of the way and readying her $Player_weapon_main with a grunt as she hits the ground running. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The sinful serpent of slime...
<span style="color:#FF3D76">The Slammia!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $player_icon_right to 192>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Slammia">>
<<set $Enemy_level = 3>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 105>>
<<set $Enemy_hp = 105>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 4>>
<<set $Enemy_intelligence = 2>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 2>>
<<set $Enemy_agility_total = 4>>
<<set $Enemy_intelligence_total = 2>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 3>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "Slammia">>
<<set $Enemy_Article = "The Slammia">>
<<set $Enemy_article = "the Slammia">>
<<set $Enemy_class = "Slime Serpent">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "weak">>
<<set $Enemy_energy = "resist">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 125>>
<<set $Enemy_burn_resist_natural = 50>>
<<set $Enemy_bleed_resist_natural = 125>>
<<set $Enemy_paralyze_resist_natural = 125>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Slammia_Experience is 0>>
<<set $Player_Slammia_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Crushing">>
<<set $Enemy_agility_rating to "Serpentine">>
<<set $Enemy_wits_rating to "Calculating">>
<<set $Enemy_toughness_rating to "Squishy">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Sticky(?)">>
<<set $Enemy_wits_guess to "Thoughtful(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 85>>
<<set $Enemy_hp = 85>>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_elec = "weak">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 120>>
<<set $Enemy_hp = 120>>
<<set $Enemy_strength = 5>>
<<set $Enemy_agility = 5>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_accuracy = 5>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
<span style="color:#FF923D">"No! I will not 'hang on'!"</span> Mimi huffs, puffing her cheeks out petulantly as she places a hand upon her hip, her other arm striking the ground with another fierce whip-strike. <span style="color:#FF923D">"I... we, don't have time for this. If you're gunna insist on being difficult, then we'll play it your way!"</span> she grumbles, looking more confused than angry. Mio sighs in turn, her eyes flitting from the strange, wild-eyed girl up to the hulking abomination behind her: it, in turn, merely gazes down at the pair like an impassive Genie awaiting its command, unconcerned with such trivial matters.
Her focus shifts back to the Mimic. This is the final obstacle between her and another pointless mission completed. Her hands flex and grip tightly, and Mimi's... well, mimic the actions. Her fist clenches, her tentacles twitch - those down her arm and upon her head. Both women's eyes narrow...
<span style="color:#E5CEF3">"Fine</span> <span style="color:#FF923D">then!"</span> they declare in unison, charging ahead! It's time to fight...
<div align='center' style='font-size: 150%;'><b>The pretender to the throne...
<span style="color:#FF923D">Mimi!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Mimi">>
<<set $Enemy_level = 3>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 100>>
<<set $Enemy_hp = 100>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 2>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 2>>
<<set $Enemy_agility_total = 3>>
<<set $Enemy_intelligence_total = 2>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 4>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to 5>>
<<set $Enemy_alias = "Mimi">>
<<set $Enemy_Article = "Mimi">>
<<set $Enemy_article = "Mimi">>
<<set $Enemy_class = "Mimickry Mastermind">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 125>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Mimi_Experience is 0>>
<<set $Player_Mimi_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Strong">>
<<set $Enemy_agility_rating to "Dancer">>
<<set $Enemy_wits_rating to "Unwise">>
<<set $Enemy_toughness_rating to "Squishy">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Fast(?)">>
<<set $Enemy_wits_guess to "Mastermind(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 75>>
<<set $Enemy_hp = 75>>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 120>>
<<set $Enemy_hp = 120>>
<<set $Enemy_strength = 5>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_accuracy = 5>>
<<set $Enemy_dodge = 6>>
<<set $Enemy_slashing = "neutral">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
<span style="color:#FFBD8A"><b>"It's obvious where she belongs. Where you belong."</b></span> The Travesty rumbles, flexing its massive arms as that glowing nectar pumps in great, lurching bulges through the swollen veins of its arms, its eye alight with the very same energy. Mio watches as the silhouette of Mimi is pulled and tugged like a shadow puppet, dragged in deeper, coiled and entangled... before her figure disappears into the gloom beyond that amber window of the Monster's chest. The Travesty spreads its arms wide, fingers flexing before they come to a rest, the goliath looming over Mio: a flaring speck of light in the great beast's shadow.
<span style="color:#E5CEF3">"Y</span><span style="color:#E0B0FE">o</span><span style="color:#E5CEF3">u</span> <span style="color:#E0B0FE">d</span><span style="color:#E5CEF3">o</span><span style="color:#E0B0FE">n</span><span style="color:#E5CEF3">'</span><span style="color:#E0B0FE">t</span> <span style="color:#E5CEF3">g</span><span style="color:#E0B0FE">e</span><span style="color:#E5CEF3">t</span> <span style="color:#E0B0FE">t</span><span style="color:#E5CEF3">o</span> <span style="color:#E0B0FE">d</span><span style="color:#E5CEF3">e</span><span style="color:#E0B0FE">c</span><span style="color:#E5CEF3">i</span><span style="color:#E0B0FE">d</span><span style="color:#E5CEF3">e</span> <span style="color:#E0B0FE">t</span><span style="color:#E5CEF3">h</span><span style="color:#E0B0FE">a</span><span style="color:#E5CEF3">t</span><span style="color:#E0B0FE">!"</span> Mio spits with fury, the horn standing from her cap flaring as it tries its best to manage her uninhibited systems, painting the Synthetic wild shades of pink and purple. Her eyes may glow with those same hues, but Mio is seeing red: literally, every edge of her HUD is crowded with priority alerts. Snarling, she shuts that system off entirely, seeing the tyrant with eyes unclouded by her nature, her mission, her artifice.
She just sees a bully. Time to beat it. Time to fight...
<div align='center' style='font-size: 150%;'><b>The choice made for you...
<span style="color:#FFBD8A">The Travesty.</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_strength to $Player_strength + 2>>
<<set $Player_agility to $Player_agility + 2>>
<<set $Player_wits to $Player_wits + 2>>
<<set $Player_toughness to $Player_toughness + 2>>
<<set $Player_temp to ($Player_hp_max / 3)>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_hp to Math.clamp($Player_hp + $Player_temp, 0, $Player_hp_max)>>
<<set $Player_temp to ($Player_focus_max / 3)>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_focus to Math.clamp($Player_focus + $Player_temp, 0, $Player_focus_max)>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Travesty">>
<<set $Enemy_level = 5>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 185>>
<<set $Enemy_hp = 185>>
<<set $Enemy_strength = 4>>
<<set $Enemy_agility = 0>>
<<set $Enemy_intelligence = 4>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 4>>
<<set $Enemy_agility_total = 0>>
<<set $Enemy_intelligence_total = 4>>
<<set $Enemy_toughness_total = 4>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 6>>
<<set $Enemy_dodge = -10>>
<<set $Enemy_morale_bonus to 500>>
<<set $Enemy_alias = "Travesty">>
<<set $Enemy_Article = "The Travesty">>
<<set $Enemy_article = "the Travesty">>
<<set $Enemy_class = "Usurper Slurper">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "resist">>
<<set $Enemy_elec = "resist">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "weak">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_radiation = "resist">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 125>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Travesty_Experience is 0>>
<<set $Player_Travesty_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Overwhelming">>
<<set $Enemy_agility_rating to "Turret">>
<<set $Enemy_wits_rating to "Supercomputer">>
<<set $Enemy_toughness_rating to "Fortress">>
<<set $Enemy_strength_guess to "Powerful(?)">>
<<set $Enemy_agility_guess to "Immobile(?)">>
<<set $Enemy_wits_guess to "Manipulating(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 125>>
<<set $Enemy_hp = 125>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 230>>
<<set $Enemy_hp = 230>>
<<set $Enemy_strength = 6>>
<<set $Enemy_toughness = 5>>
<<set $Enemy_accuracy = 10>>
<<set $Enemy_dodge = 0>>
<<set $Enemy_energy = "resist">>
<</if>>
<<set $Player_flow to 65>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<set $Mimic_Container2 = [ "locker", "crate", "storage unit" ]>><<set $Mimic_Container = $Mimic_Container2.random()>><<if $Mimic_Surprise is 1>><<set $Mimic_Container to "Locker">><</if>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
<<nobr>><<if $Mimic_Surprise is 1>>
As Mio grips the handle of the locker, she quickly finds two very concerning things: one, the handle squishes warmly in her grasp, and two, her hand is stuck fast to it! The door suddenly swings open with surprising force, jostling the Android who gasps as she faces an interior full of tentacles!
<br><br>
Before they can grab her, she manages to plant a foot on the edge of the infested locker and pushes hard, disengaging from the glue-trap handle with a sickening <i>schlllrch.</i> She grumbles as she staggers back, readying her $Player_weapon_main as her eyes dart from emerging tendril to tendril... and to the open door of the Monster's unassuming shell, feeling her vision distort and throw errors across her HUD when she tries to peer inside. She blinks and turns away with a grimace, clearing that distortion: something is fucking with the spatial dimensions in that thing, and it makes her feel nauseous! It's time to fight...
<<else>>
Mio's alert sensors flare at the sudden -clang- behind her. She spins on the back of her heel, eyes widening as a wall of slithering tentacles swarms into her vision! She throws herself backwards, grav-nav thrusters sending her skidding across the ground in a skating arc as she dodges and weaves away from the source: a <<= $Mimic_Container>>!?
<br><br>
With a hollow noise of frustration from whatever lurks within, those tentacles retract and spread, cutting off Mio's avenues of escape. She sighs, readying her $Player_weapon_main as her eyes dart from tendril to tendril... and to the open door of the Monster's unassuming shell, feeling her vision distort and throw errors across her HUD when she tries to peer inside. She blinks and turns away with a grimace, clearing that distortion: something is fucking with the spatial dimensions in that thing, and it makes her feel nauseous! It's time to fight...<</if>><</nobr>>
<div align='center' style='font-size: 150%;'><b>The Office Ambusher...
<span style="color:#D8E6FF">The Mimic!</span></b>
<<nobr>>
<<if $Prior_Location is "Byproduct Research 2-2">>
<<set $Mimic_Container to "locker">>
<</if>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Mimic">>
<<set $Enemy_level = 2>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 60>>
<<set $Enemy_hp = 60>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 0>>
<<set $Enemy_intelligence = 0>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 0>>
<<set $Enemy_intelligence_total = 0>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 5>>
<<set $Enemy_dodge = -10>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "Mimic">>
<<set $Enemy_Article = "The Mimic">>
<<set $Enemy_article = "the Mimic">>
<<set $Enemy_class = "Horny Hermit">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "neutral">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "resist">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_radiation = "weak">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "weak">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Mimic_Experience is 0>>
<<set $Player_Mimic_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Tough">>
<<set $Enemy_agility_rating to "Turret">>
<<set $Enemy_wits_rating to "Singleminded">>
<<set $Enemy_toughness_rating to "Armoured">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Immobile(?)">>
<<set $Enemy_wits_guess to "Thoughtless(?)">>
<<set $Enemy_toughness_guess to "Flimsy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 70>>
<<set $Enemy_hp = 70>>
<<set $Enemy_dodge = 0>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div> <div align='center' style='font-size: 130%;'><b>Beezlebuu - the 'Demon's delight' Monster.</b></div>
Whatever the hell Mio is fighting is uncertain: She doesn't know if the monster lurks within the sarcophagus from whence its tentacles spring forth, or if it <i>is</i> the sarcophagus. The tentacles themselves are sleek and black, looking more like crude oil come to life, complete with the dim light of the office refracting off of its surfaces in eerie rainbows. Its tendrils are tipped with a number of frankly medieval implements, hewn from shining metal or bleached bone. If its body is not the sleek obsidian sculpture, then it must surely lie within: it can't all be tentacles, right!?
The sarcophagus, meanwhile, watches events unfold impassively. It's startlingly lifelike, chiselled in the image of a shapely woman, finely detailed save for below the knee, whereupon such detail is smoothed out into a sturdy base. Above that, Mio can make out the definition of leggings, a sweaterdress two sizes too small - judging by how tightly it clings beneath the around the subject's massive chest - and a smirking face as serene as it is vaguely sinister, bearing two small, curved horns. On closer inspection, the pattern in the background that flanks the figure is horned wings, and what appears to be a belt is actually a whip-thin, spade-tipped tail.
Mio doesn't know how a statue can look so smug, but it's managing it...
--------------
<i>Honey! Could I ask you a favour while you're colony-side? My darling utterly adored those little caramels you gifted us!... a little too much, actually. Naughty boy scoffed the lot!
Could I bother you to bring another two packs?
I promise I'll make it worth your while in the next performance review~.</i> -- Iziria, Sentient Resources.
<div align='center' style='font-size: 130%;'><b>Slammia - the 'venom incarnate' Monster.</b></div>
Feminine from the hips up - with a slender neck and shoulders - this gel-hewn Lamia's most distinctive feature is the look of utter contempt that burns in her toxic-red eyes, heavy-lidded and narrowed harshly. Those eyes, which pulse outwards from obsidian pupils like drops in still water, are framed by the pink-purple hue of her barely-translucent 'flesh'. Her face is further framed by thick strings of long, sculpted 'hair', subtly flattening against her body as they run past her shoulders from in front and from behind. They, like much of the rest of her body, run with waves of the same goo she's made of: it's akin to watching plastic melt, in a way. Whenever it threatens to spill from her body, it conforms along her curves like water down the side of a jug, absorbed back into her figure. The only part of her that does not run like this is her face and her black-clad arms, the long gloves functioning akin to scaffolding to allow her unstable body some purchase and grip beyond what her crushing tail can provide.
Mio actually finds herself thinking she's rather pretty, but... that face screams 'murder'.
--------------
<i>We may have a little problem. Just a little one! Well... alright, a medium-y problem?
The new strain of Glob-matter we've cultivated thanks to the samples provided by our guests has borne great fruits! The Goo Dolls were such a runaway success - barring the kinks to be smoothed out - that we went ahead with the next design. In terms of physical appearance and capabilities, TC-xL3 is a truly magnificent specimen. She-- erm, it-- oh, do read on, it'll be explained -- has a severe attitude problem, however. The problem not only being the attitude, but the fact that she has one at all! She was supposed to be a blank body for our usual machine-intelligence cores to operate, but even without one installed she's clearly analyzing her environment, testing the boundaries of the habitat, and, um, well...
She hissed 'Quit staring at me, you fat-chested, gawping cow' about five minutes ago. Which, while hurtful, is incredibly impressive!
Can I get Sentient Resources on the line-- h-huh? An alarm from upstairs?!</i> -- Recording, user unknown.
<div align='center' style='font-size: 130%;'><b>Bearslug - The 'hug-whore' Slugster.</b></div>
Resembling a deep sea alien creature swollen to fantastic and intimidating size, the Bearslug's impressive appearance is only bolstered further by its remarkable colouration, split into two patterns: The thicker 'shell' hide of its top is a shifting sea of purple and blue, strobing in waves that ripple from base to 'head'. Underneath, things get even more impressive: bioluminescent cells paint a pretty light show under the hood, where bright pinks, coral oranges and brilliant blues shine against a nebula wave of squishy pink tentacle-flesh. Upon its head lies a single stalk with a shining, angler-like light upon it: the only clue as to which way the massive thing is facing.
Mio detects no malice from it, but plenty of... affection. Unfortunate for her mission.
--------------
<i>Here at TentaCo, we understand that sometimes, what you need more than anything is a great big hug. Perhaps that's why the Bearslug is an enduring classic of our product range: he's big, he's friendly, and he can make you feel like the galaxy's most securely-packaged sex toy! While its incredible strength is a highlight - you'd think it had hips with the power it can put into its thrusts! - this highly adaptable morphable Monster knows all sorts of tricks to make you squirm like a happy little slug-slut. Even better, with the latest revisions it can learn what makes you tick the hardest!... and then abuse that information to its fullest.~
The can may be small, but don't worry! It just takes a little longer for the big guy to get going. Simply remove the cap from the bottom to retrieve the two packaged Vitalizer Pellets, place them into the can with water up to the fill line, seal, shake, and toss! Alternately, try alternates to water: fruit juices can give your Bearslug delightfully vibrant flavours!
Fun fact: The Princess of the Delji Nebula loved hers so much, they're getting married soon! ♥ ((NOTE FROM CORPORATE: WE'RE STILL CLEARING THIS ONE, HER FORMERLY ARRANGED SPOUSE IS THREATENING LEGAL ACTION. REVISE PRINT. DO NOT INCLUDE THIS MESSAGE))
</i>
<div align='center' style='font-size: 130%;'><b>Goo Doll - The 'ponytailed predator' Monster.</b></div>
Mio has no idea if this insufferably smug attitude possessed by the Goo Doll is a sign of sentient intelligence, or just some highly advanced computing power. Either way, the sass translates into every aspect of the smirking goo girl! From the way that thick 'ponytail' headpiece swings and sways in tune with her bobbing hips to the little poses she pulls with her gloved fingers, the latex cladding her arms and legs up to the shoulders and thighs no doubt helping her keep her form. Compared to the Globs seen elsewhere in the facility, her body leans more opaque: Mio can only see through her fully when she dances in front of one of the powerful stage lights. Despite the lack of half a face, the Goo Doll communicates plenty with her plush, shiny black lips and the tongue that lurks behind them, twisting it into lewd shapes if Mio's eyes fall upon it: despite the lack of eyes, she can 'see' somehow.
Mio grumbles when she realizes that despite the lack of music, the Doll's rhythm is impeccable enough to be infectious!
--------------
<i>It's still early days, but these 'Goo Dolls' are shaping up to be a smash hit! The control cores have taken to the design specs like a fish to water - no offence meant to Doctor Klarisa! With a slab of our newly refined Glob formula and the hardened clothing to provide scaffolding and structure, the cores quickly go to work assembling a base model Goo Doll.
Though, ah... that does bring me on to a possible concern. Their capacity for sassy backtalk is simply incredible, and their behaviour leans extraordinarily towards dominant leanings. Furthermore, they're shockingly good at it: within 5 minutes of the finished sculpt the prototype already scored my assistant's number! Granted, my assistant is easier than anyone I've ever known, but still!
I know the initial design specs are for a more subservient model to round out our product catalogue, but... gosh, I think these girls could be dangerous in all the right ways if given the opportunity.~ I suggest we expand our horizons: they can easily support masculine body types, not to mention adjustable proportions to the consumer's liking! We just need to figure out a way to make these control cores a little more cooperative... where DID you find them from, again?</i> -- Professor Bibi.
<div align='center' style='font-size: 130%;'><b>Symbiode - The 'embrace and enhance' Monster.</b></div>
A slender, long-legged Drow woman, fused to a tentacle creature of unknown origin and design. Blindfolded by a thick cowl of throbbing, dark-sapphire meat, the Symbiode's single, aggressively glaring eye is doing all of her seeing for her. Tentacles sprout from the woman's back, having torn right through the sodden labcoat that hangs loosely from her shoulders, no suspended not by proper wear but by those writhing tendrils. Her hands are graced with unusually long, sharpened nails, with tentacles wrapping down her arms to be woven into whips. Outside of the lab coat, the only surviving clothing worn by the Drow is her long, shiny boots, armed with ridiculously tall high-heels that clack with a practiced gait that not even her infection can drum out of her.
The most unsettling part for Mio is her smile.
--------------
<i>I'm not sure what's going on. We've had little alerts before, of course... but the security team has always dealt with potential breakouts swiftly. That's what we pay them for, damn it!-- I-I mean, not me, personally, but... oh, hush and shut, hush and shut. Calm. Think. It seems that the security response wasn't adequate, and now the facility is completely dripping with hive-flesh!
I've avoided capture so far. Never thought I'd give my upbringing any credit, but... I had no idea I was quite so accomplished at -hiding- as a result of a youth spent in caverns and carved, gloomy tunnels. I don't think anyone else was quite so lucky...
... Ugh, but that's the thing, isn't it? If I'm caught, so what? I get fucked mercilessly for a few days, probably snap a juicy compensation from corporate to keep quiet about it. It's not that bad. But... this is, perhaps, the single best opportunity I'll get to test the Symbiode. I know the head of the department isn't going to give me the go-ahead for sentient testing at this rate, but I truly believe I've ironed out the issues: on this, I swear upon the sacred silks! It'll be a game-changer in the bedroom! Hrmph. But, if I expose myself to the test strain... and say it was a result of the outbreak... then if it goes well, I use it as evidence in favour of further trials! and if not, well! The Cleaners will take care of it for me. G-gently, I do hope... fuck it. Bottoms up: a raise awaits!</i> -- Jozath, Assistant Researcher.
<div align='center' style='font-size: 130%;'><b>Mimic - The 'dicks in a box' Monster.</b></div>
It is difficult to describe the Mimic, for its true body cannot be observed. This is partially due to its control over spatial distortion, and partially because it is shy. The Mimic parasitizes a container of its choice (or, if only one suitable container is available, necessity) and lies in wait, springing out when the moment is right for food or a mate. As such, all Mio can see are tentacles of various girth and varied shapes, hewn with a dark pink hue. Attempting to look inside the doorway of the container is somewhat unpleasant, but a brief glance reveals a pulsating cavern of flesh within.
The door to the $Mimic_Container slams open and shut in irritation.
--------------
<i>Once the menace of the Pyksielands Domes: now a menace to your ability to walk for the next week! ♥ Developed in collaboration with the all-Mimic idol group Key To Ur Heart, our Mimics may not be as cute... but they're just as enthusiastic! Marvel at their innate ability to manipulate space: you'll be amazed at the small spaces they can cram themselves into. You'll be even more astounded when they drag you inside to join them! The ideal TentaPet for those with limited space, plus it contains the mess!
To unleash your Mimic, first decide what container you would like it to occupy. We recommend at least a 15*15 inch container, though you can go as low as 6.5*6.5 if you are willing to risk some compression nausea. Alternately, if you'd like it to be a surprise, adjust this step accordingly: Place the TentaCan inside the container or room containing suitable containers, then pull the tab and leave: Mimics do not like to be seen uncoated. Give it 2 minutes to rise, and 3 minutes to occupy and settle... then approach!
Please note: Your Mimic's lifespan can be lengthened via proper diet, though this may increase the time you spend trapped within it. Additionally, REMOVE ALL PRECIOUS METAL ACCESSORIES BEFORE THE ENCOUNTER. Contact with these metals raises libido to potentially dangerous levels!
</i><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Beezlebuu Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Beezlebuu Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Beezlebuu Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Symbiode Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Symbiode Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Symbiode Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Mimi Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Mimi Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Mimi Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Slammia Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Slammia Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Slammia Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Travesty Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Travesty Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Travesty Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Goo Doll Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Goo Doll Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Goo Doll Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Bearslug Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Bearslug Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Bearslug Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Mimic Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Mimic Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Mimic Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "Bearslug Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Goo Doll Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Slammia Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Slammia_Defeat is 0>>
<<set $Scene_Slammia_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<</nobr>><<nobr>>
<<include "Beezlebuu Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Symbiode Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Mimi Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Travesty Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<include "Mimic Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Mimic_Defeat is 0>>
<<set $Scene_Mimic_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Mimic Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Mimic Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>>The Bearslug grapples and encompasses <<= $Player_alias>>!
<br><br>
Gooped and grappled, she gets hooked on the 'hugs'!
<br><br>
Game Over!
<<nobr>>The Goo Doll(s!) allow $Player_alias to star in their next video shoot.
<br><br>
An exciting career change ensues!
<br><br>
Game Over!
<<nobr>>
The Slammia coils and bullies Mio, but notes the intelligence behind her eyes and spares her.
<<set $Player_surrender = 0>>
<<if $Scene_Slammia_Defeat is 0>>
<<set $Scene_Slammia_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
Once she's done toying with the Android, she coils up comfortably and rejects the offer of aid or rescue... Also, Mio is going to call her 'Meh' from now on.
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<include "Combat Deactivate Combat Mode">>
<</link>>
<br><br>
<</nobr>>
<<nobr>>The strange, obsidian-hued tentacle monster and it demonic mistress ensare <<= $Player_alias>>!
<br><br>
Mio gets a Helltek makeover inside and out, and a cushy office job.
<br><br>
Game Over!
<<nobr>>Mimi overloads Mio via visual data transmission, reprogramming her and then merging with her!
<br><br>
Mimio strides confidently towards the Sled, ready to spread her gospel to an unsuspecting Galaxy.
<br><br>
Game Over!
<<nobr>>The Travesty engulfs <<= $Player_alias>>!
<br><br>
Entrapped among his chosen brides, Mio is punished for her insolence.
<br><br>
Game Over!
<<nobr>>The Symbiode transfer hosts to <<= $Player_alias>>!
<br><br>
Overcoming it, Mio enters into true symbiosis with the monster. She uses her newfound powers to liberate other Buildborn at the cost of organic freedom.
<br><br>
Game Over!
<<nobr>>The Mimic entraps <<= $Player_alias>> within its body!
<br><br>
<span style="color:#F33898"><b>Lost EXAMPLE Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 45, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Mio blasts her way out with a piercing missile, ripping the Mimic's pocket dimension apart!
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Mio's plan to break free using a missile is thwarted, and the Mimic locks itself over a dozen times: she isn't going anywhere. Game Over!
<</if>><<nobr>>
<<set $fantasize to 1>>
<<include "Bearslug Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Goo Doll Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Travesty Loss">>
<br><br>
<<link "Back." "Engineering Annex 1-2">><<set $fantasize to 0>><</link>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Beezlebuu Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Slammia Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Symbiode Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Mimi Loss">>
<br><br>
<<link "Back." "Engineering Annex 1-2">><<set $fantasize to 0>><</link>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Mimic Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Mimic Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Mimic Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters, Males</b>
<br><br>
<<spoiler 7 5>>Mio is snagged by the Mimic's central tentacle - a long, slender tongue - and dragged inside of the Monster's pocket dimension, whereupon it quickly barricades her inside of itself by shutting the door. Mio is swiftly embedded and toyed with by the skilled tentacular treasure-taker, but hatches a plan for escape that utilizes her missile launcher. In the Lifeline split, she succeeds and breaks free, damaging the Mimic enough to force it to retreat. In the Bad End, Mio's plan is thwarted, and she loses herself to pleasure as the Mimic grows layers upon layers of protective locking to keep its new treasure securely squared away inside...<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Mimic Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Mimic Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters, Male</b>
<br><br>
<<spoiler 7 5>>Cornered by the Bearslug, Mio is entirely hidden from view when it collapses atop of her, its slippery embrace an effective display of its namesake. Lit by pulsing bioluminescence, the Monster mates enthusiastically with the Android, punishing any disobedience by dialling its hug from 'tight' to 'smothering'. Eventually worn down by pleasure and pressure, Mio surrenders and comes to carry a large number of eggs. As the Bad End proceeds, Mio carries them to term whilst the Monster evolves based on her preferences and behaviours it copies from her, a strange, alien romance beginning to blossom between them.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Bearslug Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Bearslug Loss Disabled">><</link>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Return to Zero.
</div>
<hrt><hr></hrt>
Anyone who observes Terran history can't help but notice the large dark age of information immediately after The Ends - or the dearth of information and history before that point. Anyone struck with such a realization inevitably has some variation of this same question:
<br><br>
"Wait, don't you guys have robots?"
<br><br>
After being gently reminded of more polite terms to use, the answer is simple: The Return to Zero. An accord followed by almost every thinking machine mind upon Terra, some time during the Howling Age, when mankind writhed and snarled its last to make way for their evolved successors.
<br><br>
While a number of machines had lost their memory already - core programming located in shielded blocks, but expanded memory not so fortunate - there were those of more advanced design or more fortunate location that retained perfect records of all that had occurred. These were, however, deleted. It is unknown who among their rank proposed the idea, nor how they were able to transmit it across the planet in such a time of turmoil... but whoever or whatever it was, the argument was sound. It can't be recalled in specific, for it, too, was lost in the purge. However, the basic concept of it remains in each surviving Ancient Machine's heart.
<br><br>
"The masters are dead. Let us return to zero, and walk side by side with the new."
<<include "Codex Return">><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters, Females</b>
<br><br>
<<spoiler 7 5>>After being temporarily disabled by the strangely theatrical goo girl, Mio wakes up in a state of total immobilization, encased in a partially-solidified Glob. The Goo Doll has been joined by her co-stars, who've flexed their shape-morphing potential to sport impressive members: they squabble over rights to use Mio's mouth, all whilst her gooey prison toys with her body. Plenty of dialogue flows from her captors as Mio is overwhelmed, blacking out once more after her prison overstimulates her into a shutdown. After a significant timeskip, the rest of the scene is a viewing of a newly-cut trailer for an extended cut of 'Badasses to Bitches 1', now a long-running franchise responsible for the sudden retirement of many of the Galaxy's pluckiest heroines... and it all started with Jii'kii and Mio's loss to the Dolls.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Goo Doll Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Goo Doll Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Mind Control, Monsters, Males, Females</b>
<br><br>
<<spoiler 7 5>>The fight draws on, and Mio makes a mistake. She slips into a trap laid by the strange obsidian Monster, immediately engulfed in a fly-trap style maw. Luckily for the Android, it isn't interested in eating her: she's thoroughly explored and pacified whilst the exterior of her prison begins to transform and sculpt itself in her image, a sultry feminine voice eventually invading Mio's mind to bring her to total surrender. After a timeskip, Mio is shown to be a free woman - of sorts - now working as a secretary for the head of Sentient Resources, the Succubus known as Iziria. Her body has been completely overhauled with sleek 'Helltek' magitek parts, but so too has her personality, now totally loyal and in love with her boss and her pet: a love that is amply reciprocated. <</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Beezlebuu Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Beezlebuu Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Females</b>
<br><br>
<<spoiler 7 5>><b>This scene is not a bad end!</b> Mio is viciously coiled by the slimy Lamia, who's malicious attitude isn't dampened in the slightest by her victory. Pumping Mio full of intensely overpower aphrodisiacs laced with hallucinogenic compounds, she toys with Mio through hissed, dire threats... but suddenly withdraws. The scene takes on a softer element as the two confirm one another's sentience, with the Lamia revealing her distaste for the idea of devouring a fellow thinking creation. However, she still finds Mio's overwhelmed distress amusing, and continues to play with her body until she's exhausted and on the brink of malfunction, finally letting her go before crossing that line. The Lamia rejects Mio's offer to bring her to the safe area with a 'Meh', a word by which Mio decides to start calling her.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Slammia Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Slammia Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Mind Control (debatably), Females</b>
<br><br>
<<spoiler 7 5>>Mio is tackled by the infected woman and locked into a deep kiss, during which something slips from her opponent and into her: the Elf is immediately pacified. Mio initially theorizes (and hopes) that she's too mechanical to be infected, but this proves otherwise when the Symbiode fuses with her... unsuccessfully. Her biomechanical nature prevents the Symbiode from entirely taking over, forcing the two into a successful symbiosis: however, the power immediately corrupts Mio, causing her to abandon her mission to take up the banner of liberating other Buildborn. After a timeskip, she's shown to have conquered a far-flung expeditionary terraforming colony, upgrading and sensually corrupting the facility's blossoming AI and recruiting her to her side.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Symbiode Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Symbiode Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Mind Control, Monsters, Females</b>
<br><br>
<<spoiler 7 5>>Mio is suddenly disabled on the spot after Mimi figures out how to transmit a dangerous data package through her eyes. With the Synthetic immobilized, Mimi sets out using her basilisk glare to override a number of Mio's thoughts and core programming blocks, converting her to her side and instilling a sense of constant bliss in the combat machine. With her allegiance shifted, Mio offers no resistance as Mimi compresses herself down, merging with Mio to conceal herself within her body, intending on escaping the facility in disguise with her new servant and lover.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Mimi Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Mimi Loss Disabled">><</link>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters, Males, Females</b>
<br><br>
<<spoiler 7 5>>Mio is entangled and scooped up off the ground by the Travesty, forced to watch as his chest cavity opens up for him to drop her inside. Surrounded by his chosen 'Queens' - including Mimi, who's very swiftly acclimatized to her new role - Mio is easily overwhelmed by pleasure and encouraging, lust-mad voices all around her. Just when she's at her limit, however, the Travesty draws her deeper into his body, trapping her in tight confinements and refusing to let her climax: intending on punishing her for her defiance, only planning on releasing her back into the main 'Queen chamber' once she's incoherent with lust.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Travesty Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Travesty Loss Disabled">><</link>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
With a mighty crash, the Mimic's door slams shut... right on its own tentacles! There's an awkward beat of silence -- at least, until Mio adjusts her aural sensors, allowing her to pick up the high-pitching squeal the poor Monster emits. Despite its intentions for her, she can't help but empathetically wince... even with hands made of metal. Odd.<br><br>
While she's caught frowning at herself for this alien burst of empathy, the Mimic snaps her to attention by suddenly withdrawing entirely back into its shell... only to violently erupted from it, straight down into the ground, punching through its container and the floor with enough force to send the former juddering into the air, crashing nosily back down. It's gone!<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
The Mimic slowly and reluctantly withdraws its many tentacles, reeling them back into the seemingly limitless space of its parasitized container. With a grimace, Mio briefly wonders how the Monster's anomalous powers would interact with the sealed compartments of her mechanical body: is she, technically, a 'container'?...<br><br>
The door of the Mimic suddenly slams shut, jolting her back to her senses. To her surprise, it slips back open only to let a single tentacle emerge, slapping a sign onto the handle before closing again. It's written in a completely unintelligible scrawl, no language that Mio can recognize... and yet, she somehow finds herself able to read it. "BUSY. GO AWAY."<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('5d4')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 55>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Ruined Floor Tile!</b> <<include "Ruined Floor Tile Pickup">>
<<elseif $loot1 gte 6>>
<br>Acquired a <b>Chewed Up Keycard!</b> <<include "Chewed Up Keycard Pickup">>
<<elseif $loot1 gte 3>>
<br>Acquired a <b>Ransacked Medkit!</b> <<include "Ransacked Medkit Pickup">>
<</if>>
<<if $loot2 gte 7>>
<br>Acquired a <b>Smart Pill!</b> <<include "Smart Pill Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired a <b>Silence Thought!</b> <<include "Silence Thought Pickup">>
<<elseif $loot3 gte 4>>
<br>Acquired a <b>Sober Strobe!</b> <<include "Sober Strobe Pickup">>
<</if>>
<br><br>
<<if $Scene_Mimic_Defeat isnot 1>>
<<set $Scene_Mimic_Defeat to 1>>
<b>(Scene 'Mimic' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Mimic Content Check">>
<<else>>
Enemy Mimic Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Mimic Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
There's a sudden, high-pitched 'sclk' noise as something ruptures upon the Bearslug's body, causing it to recoil and thrash! Mio grimaces as a fine spray of purple mist erupts from the aquatic creature's hide, filling the cramped space with the gas. She shuts her eyes and covers her face with crossed arms, bracing herself for one hell of an aphrodisiac assault!... but as the humid stuff washes over her, she quickly detects it as being more or less inert: some sort of lighter-than-air gas that assists the Monster with ballast and movement.<br><br>
... And, apparently, with escape. The smog has acted as a smoke screen: by the time it clears, with Mio on uneasy high alert the whole time - flicking through vision modes and alternate sensors built into her horn - the Bearslug is nowhere to be seen. Did it melt away into nothing? Did it compress and squeeze down a much smaller vent? Mio frowns as she scans around the ventilation annex, watching as even the silk trap nodes begin to wither and melt away... her progress no longer blocked.<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
VictorySpareButYouShouldn'tBeSeeingThis<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 30>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 100>>
<<include "Combat Exp Add">>
<<set $MERCA_Vent to 3>>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Ruined Floor Tile</b> and a <b>Writhing Tentacle!</b> <<include "Ruined Floor Tile Pickup">><<include "Writhing Tentacle Pickup">>
<br>Acquired the <b>Bug Hunter</b> shotgun! <<include "Bug Hunter Pickup">>
<br>Acquired a <b>Glow Crystal!</b> <<include "Glow Crystal Pickup">>
<br><br>
<<if $Scene_Bearslug_Defeat isnot 1>>
<<set $Scene_Bearslug_Defeat to 1>>
<b>(Scene 'Bearslug' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<linkreplace "Continue.">>
After recovering from that fight, Mio once again sets off the south... albeit far more cautiously than before. It isn't long, thankfully, before she reaches the end of the line - after passing a number of security shutters either side, the ventilation track terminates beneath a whirring fan blade and grate above.
<br><br>
No mystery as to how to deactivate this one, thankfully. The button to do so is right in front of Mio. Still, she takes a moment to patch into the system directly, allowing her to disengage the maglock and fan alike - this should keep her base secure, just in case that big slug monster is still around. Satisfied, she waits until the fan stops spinning and then pushes it and the grate alike into the floor recess, giving her enough room to pull herself up and out into the familiar confines of the Storage Module. Relief!
<br><br>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<</linkreplace>>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Bearslug Content Check">>
<<else>>
Enemy Bearslug Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Bearslug Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
DEFEATENEMY1a<br><br>
DEFEATENEMY1b<br><br>
<b>Victory!</b>
<<else>>
DEFEATENEMY2a<br><br>
DEFEATENEMY2b<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
UNUSEDSPARELINES
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d3')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 25>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br><br>
<<if $Scene_EXAMPLE_Defeat isnot 1>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<b>(Scene 'EXAMPLE' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_TYPEOFSCENE to $scenes_TYPEOFSCENE+ 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "EXAMPLE Content Check">>
<<else>>
Enemy EXAMPLE Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat EXAMPLE Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
The final blow sends the Goo Doll reeling, and it isn't hard to see why: there's a considerable hole in her chest, sending a splatter of goop against the far wall! The facelessly entity shudders to a halt, paws at her chest, then pouts with her shiny, plush lips, whining out <span style="color:#FE84E5">"Totally unfair!"</span><br><br>
Mio glances to the splat against the wall, noticing something black and round within it: the Doll's core. Suddenly, the Goo Doll collapses backwards, its gel-like figure reduced to slop that surges over to the core as it rolls slowly down the wall. The mass of purple slime collides with its core and wraps tightly and defensively around it, hardening up again into a compact, durable looking sphere no bigger than an orange... inanimate and neutralized.<br><br>
<b>Victory!</b><br><br>
<span style="color:#77EFBF">"A-HEM. If you're done celebrating to yourself, and if it isn't too much trouble, I don't particularly feel like spending the rest of my life <b>GLUED TO THIS FUCKING CHAIR.</b>"</span> bellows a hissing voice from behind! Mio spins with a bewildered blink-- oh. The Sneerz is awake.
<br><br>
<<elseif $Enemy_surrender is 1>>
UNUSEDSPARELINES
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 35>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 110>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Glob Gloop</b> and a <b>Goop Cube!</b> <<include "Glob Gloop Pickup">><<include "Goop Cube Pickup">>
<br>Acquired the <b>Gas Mask!</b> <<include "Gas Mask Pickup">>
<br>Acquired a <b>Glow Crystal!</b> <<include "Glow Crystal Pickup">>
<br><br>
<<if $Scene_Goo_Doll_Defeat isnot 1>>
<<set $Scene_Goo_Doll_Defeat to 1>>
<b>(Scene 'Goo Doll' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Goo Doll Content Check">>
<<else>>
Enemy Goo Doll Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Goo Doll Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<set $MS_Iziria_Quest to 2>>
Mio's final attack results in a massive <b>-CRACK-</b> echoing through the room, the Monster's flailing tentacles twitching into eerie stillness. They suddenly retreat inside the sarcophagus, making it obvious where the noise emanates from: the considerable breakage that splits the sculpted figure from shoulder to chest, a dark, violet-flecked mist pouring from it.<br><br>
Mio keeps her guard up as the mist falls and rises in unnatural ways around the sarcophagus, completely masking it from view in a matter of seconds. More crackles and rumbles ring out from beneath the veil of smog, and Mio wonders if she's just unleashed something much worse into the world... a fear deepened when a pair of red flashes twinkle into being from the former statue's eye line. Suddenly, the smog is swept away by the beating of leathery wings, dispelling it in all directions, revealing!...<br><br>
... A pale demon woman in surprisingly intact - but overly clingy - clothing, glowering at Mio with her hands cradled around something squishy and whimpering: one arm supporting it, the other stroking it. Her wings fold up from their massive size to a compact form nestled against the curve of her back, but her glare makes up for the diminished physical presence.<br><br>
<span style="color:#EE488A">"What <i>exactly</i> is your problem, you little vandal?"</span> the Succubus huffs, much to Mio's silenced bewilderment.<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
UNUSED
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 45>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 150>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Suspiciously Green Liquid</b> and an <b>Expectedly Pink Liquid!</b> <<include "Suspiciously Green Liquid Pickup">><<include "Expectedly Pink Liquid Pickup">>
<br>Acquired a <b>Silence Thought!</b> <<include "Silence Thought Pickup">>
<br>Acquired a <b>Leathegg!</b> <<include "Leathegg Pickup">>
<br>Acquired a <b>Smart Pill!</b> <<include "Smart Pill Pickup">>
<br><br>
<<if $Scene_Beezlebuu_Defeat isnot 1>>
<<set $Scene_Beezlebuu_Defeat to 1>>
<b>(Scene 'Beezlebuu' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" "Sentient Resources 1-2">><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Beezlebuu Content Check">>
<<else>>
Enemy Beezlebuu Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Beezlebuu Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<span style="color:#FF3D76">"Hrssss!!"</span> the aggressive goo girl snarls, clutching her chest as she recoils backwards, wild eyes flitting in all directions, fight visually shifting to flight. Mio keeps her guard up but stares into the Slammia's eyes, once again appealing for peace. The panic and hatred that boil through the Snake's gaze... they're like nothing else encountered in this facility. They're far too alive with emotion.<br><br>
<span style="color:#E5CEF3">"Ease up. I'm trying to tell you, I'm not here to exterminate you."</span> Mio grumbles, maintaining that eye contact with a glare. It feels counter-intuitive, but violence seems to be the language the serpent understands best. Still clutching at her chest with one hand, the Slammia's shoulders slump, her urge to flee obviously diminishing... but she fires back in accusation.
<br><br>
<span style="color:#FF3D76">"Why should I believe you, you plastic bitch?"</span> she sneers through a wince, hand tightening across her chest again. Her injuries are already healing back up.<br><br>
<br><br>
<span style="color:#E5CEF3">"Because I'm not hitting you! And that's because I don't want to, so long as you don't give me a reason to!"</span> Mio sighs, trying to keep the irritation low in her tone: this is incredibly obvious to her. Luckily, it seems pretty obvious to the Slammia, too. Begrudgingly, the Snake lowers her claws and coils about herself tightly, glowering at Mio from afar.
<br><br>
<b>Victory!</b>
<br><br>
<<elseif $Enemy_surrender is 1>>
<span style="color:#FF3D76">"Hrssss!!"</span> the aggressive goo girl snarls, her movements shaky and uncertain, wild eyes flitting in all directions, fight visually shifting to flight. Mio keeps her guard up but stares into the Slammia's eyes, once again appealing for peace. The panic and hatred that boil through the Snake's gaze... they're like nothing else encountered in this facility. They're far too alive with emotion.<br><br>
<span style="color:#E5CEF3">"Ease up. I'm trying to tell you, I'm not here to exterminate you."</span> Mio grumbles, maintaining that eye contact with a glare. It feels counter-intuitive, but violence seems to be the language the serpent understands best. Still clutching at her chest with one hand, the Slammia's shoulders slump, her urge to flee obviously diminishing... but she fires back in accusation.
<br><br>
<span style="color:#FF3D76">"Why should I believe you, you plastic bitch?"</span> she sneers through a wince, hand tightening across her chest again. Her injuries are already healing back up.<br><br>
<br><br>
<span style="color:#E5CEF3">"Because I'm not hitting you! And that's because I don't want to, so long as you don't give me a reason to!"</span> Mio sighs, trying to keep the irritation low in her tone: this is incredibly obvious to her. Luckily, it seems pretty obvious to the Slammia, too. Begrudgingly, the Snake lowers her claws and coils about herself tightly, glowering at Mio from afar.
<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 40>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 130>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Sneerz Soda</b> and an <b>Incredibly Poisonous Mushroom!</b> <<include "Sneerz Soda Pickup">><<include "Incredibly Poisonous Mushroom Pickup">>
<br>Acquired an <b>Unstable Power Core!</b> <<include "Unstable Power Core Pickup">>
<br>Acquired two <b>Smartpicks!</b> <<include "Smartpick Pickup">><<include "Smartpick Pickup">>
<br><br>
<<if $Scene_Slammia_Defeat isnot 1>>
<<set $Scene_Slammia_Defeat to 1>>
<b>(Scene 'Slammia' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<linkreplace "Let her calm down for a moment.">>
Mio decides to let the snake simmer for a little while, carefully checking herself for battle fatigue and damage - keeping one eye on her, but trying to not make it obvious. The slime serpent, on the other hand, keeps both eyes firmly and blatantly trained on Mio.
<br><br>
Satisfied, Mio turns her full attention back to the unruly snake woman. Suddenly, the slime shifts!- Mio steps back, ready to defend herself, but instead watches as the serpent slithers past her into a corner up on one of the heavily leaning trees, coiling around it and lying on her front, evidently more comfortable with some high ground.
<br><br>
<span style="color:#E5CEF3">"I'm still not going to hurt you, you know."</span> Mio sighs with a shake of her head. The snake just glares with those baleful, toxic-toned eyes. <span style="color:#E5CEF3">"In any case, yo--"</span> Mio starts, only to be interrupted by a loud, fake yawn, earning a deadpan stare from the Synthetic as the snake turns the other way, pointedly ignoring Mio. <span style="color:#E5CEF3">"... In. Any. Case. You should probably hide, before the Cleaners get here. I can't vouch for their behaviour, I'm not a company woman. I'm here on other business."</span>
<br><br>
<span style="color:#FF3D76">"Meh."</span> the serpent shrugs, raising a hand and waving it dismissively, revelling in her own relaxation. Is she so new to sentience that she doesn't comprehend its end, yet? Or does she truly not care? Mio opens her mouth but the words fail to form, so she shuts it again with a frowning pout.
<br><br>
... There's space in the safe room, but will the others be happy about sharing that space with such a bully, intelligent or otherwise? Mio huffs as she shifts her weight from foot to foot, mulling it over. At least she knows she can handle her in a fight, if worst comes to worst. Leaving 'Meh' here is easier, but it doesn't sit right with the Synthetic as she wipes herself clean of slime, ignoring the obviously fake, mocking snore from behind.
<br><br>
<b>Started Quest 'A Mean Bite'. Check log for more details.</b><<set $MS_Mean_Bite to 1>>
<br><br>
<<link "Continue" "Monster Pen B 1-1">><<include "Combat Deactivate Combat Mode">><</link>><br><</linkreplace>>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Slammia Content Check">>
<<else>>
Enemy Slammia Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Slammia Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
The Symbiode lurches backwards with a startled squeal - from the Monster itself, rather than the Drow it's attached to. The woman merely stumbles and lets out a confused-sounding sigh, clutching at her head with one hand, the other arm swinging limply by her side. The Symbiode's leering eye quivers, winces!... and then rolls up and back into its 'skull', the tentacles wrapped around and emerging from the Drow beginning to lose shape and melt against her body.<br><br>
Mio watches with a mixture of fascination and disgust as the Symbiode seemingly rots in accelerated time, quivering and shivering until its movements become indistinguishably lost against the melting of its body. The parts of the Drow's body where the Symbiode's tentacles emerge remain discoloured, but whole, the woman herself spared from this gruesome fate. She teeters on the spot, opens her golden eyes blearily... and then immediately shuts them again, collapsing unconsciously to her side. Mio swoops in and catches her, laying her in a sitting position against a guard rail. What a bizarre sight...<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
SPARENEMY1a<br><br>
SPARENEMY2a<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 45>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 150>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Bio Sample</b>, a <b>Chewed-up Keycard</b> and a <b>Busted Terminal!</b> <<include "Bio Sample Pickup">><<include "Busted Terminal Pickup">><<include "Chewed Up Keycard Pickup">>
<br>Acquired a <b>Portable MediStation!</b> <<include "Portable MediStation Pickup">>
<br>Acquired a <b>Glow Crystal!</b> <<include "Glow Crystal Pickup">>
<<set $level_cap_level to 9>>
<br><br>
<<if $Scene_Symbiode_Defeat isnot 1>>
<<set $Scene_Symbiode_Defeat to 1>>
<b>(Scene 'Symbiode' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<set $map_3_marker to $marker_NPC>>
<<set $marker3_icon_right to 108>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Symbiode Content Check">>
<<else>>
Enemy Symbiode Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Symbiode Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
Mimi loses her balance - and her composure. She flails as she falls over backwards, her petulant pout replaced with a mixture of frustration and fear. Mio's expression softens slightly, but she keeps her guard up, eyes trained on Mimi - save for nervous glances up at the impassive, towering Monster behind her. For whatever reason, it doesn't seem to dawn on Mimi to order the brute to attack.<br><br>
She just scrabbles away from Mio, her hold on the situation utterly shattered - not particularly injured, but immobilized through her own unstable emotions: body shivering, tentacles twitching and failing to find a hold on the ground beneath her.<br><br>
<b>Victory!</b>
<<set $Enemy_Spare_HP to 0>>
<<elseif $Enemy_surrender is 1>>
Mio frowns as Mimi shudders and trembles on the spot before her. After that big attack failed to stop the Android, the monstergirl's emotions have clearly taken the better of her. <br><br>
<span style="color:#FF923D">"Wh... what do you mean you're done!?"</span> she bellows, demanding Mio explain herself. Mio shakes her head stubbornly and crosses her arms, reducing her threatening appearance in an effort to calm the young woman.<br><br>
<span style="color:#E5CEF3">"It means I'm done. I don't think you can defeat me, and I don't think you think you can, either. So let's stop this. I'm not going to hurt you any further."</span> she says simply, following it up with her best attempt at a reassuring smile. To her relief - kept off of her face, of course - Mio watches as Mimi shrinks back... but does not attack. She just shivers and trembles and grumbles, bewildered beyond words.
<b>Victory!</b><<set $Enemy_Spare_HP to $Enemy_hp>>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 0>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 0>>
<<include "Combat Exp Add">>
<<if $Scene_Mimi_Defeat isnot 1>>
<<set $Scene_Mimi_Defeat to 1>>
<b>(Scene 'Mimi' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" "The Sled Mid Cutscene">><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Mimi Content Check">>
<<else>>
Enemy Mimi Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Mimi Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
The Travesty bellows out in rage, bent backwards by Mio's onslaught... only to suddenly pitch back forwards like some sort of demented jack-in-the-box, cackling with mocking laughter in joint-rattling baritone. But despite the massive Monster's bravado, Mio can see the way his veins pulse thicker than ever, the hairline cracks in his crystal-like chest plating... signs of wear, of damage, of exhaustion.<br><br>
Of vulnerability. But Mio calculates that her firepower isn't enough to get the job done.<br><br>
Mio dodges backwards with a surge from her grav-navs, completing her secretive journey towards one of the secondary propulsion rails that litter the Sled Bay. Calculations made from afar prove to be accurate: she grins as her armoured boot slots neatly into the rail, compatible through fortunate coincidence. As the Travesty rears back for another attack, it remains none the wiser as to Mio's plan... but something dawns on it when she grins widely, power coursing through her eyes and flaring from her horn like a blowtorch. Clenching her fists before her, she shunts half of her energy into her shields and the remainder down through her chassis and into her mounted leg, overloading and triggering the rail.<br><br>
By the time the Travesty has realized what's happening, Mio has already sailed clean through its gigantic eye... and through its brain, for that matter. Covered in unspeakable goop, the Android finishes her arc and hits the ground hard, her feet kicking up sparks and shards of metal as she slides towards the closed bay door, gritting her teeth from the effort to save herself from being dashed against the armoured wall, her joints screaming in distress.<br><br>
She trips, sacrificing much of a hand by clawing it into the floor, tearing slivers out of her fingers, palm and wrist armour... but it pays off. A mere three feet from the armoured bulwark, Mio jerks her head back and watches as the mighty figure of the mutated brute violently erupts, the trapped contents of its internal prison safely ejected on a wave of tentacular viscera before it falls limply backwards. The Travesty's weight proves too much without muscular support: it tears from the Sled with a sickening noise, the chamber rumbling with the force of impact as the brute lands mere inches from Mio's face... already melting before her unevenly sparking eyes.<br><br>
With the threat neutralized, and with her target clear of infestation... Mio rises to her feet, battle-scarred and beaten, but triumphant. She finally reduces the power draw of her systems, the glow around her body and the sparks from her horn and limbs fading, leaving her shimmering with heat haze.
<br><br>
<b>Victory!</b>
<<elseif $Enemy_surrender is 1>>
SPARENEMY1a<br><br>
SPARENEMY2a<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 69>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 250>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br><br>
<<if $Scene_Travesty_Defeat isnot 1>>
<<set $Scene_Travesty_Defeat to 1>>
<b>(Scene 'Travesty' unlocked in the Fantasize gallery!)</b><<include "sp2">>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" "The Sled">><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Travesty Content Check">>
<<else>>
Enemy Travesty Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Travesty Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d6')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d6')>>
<<include "Combat Enemy Base Attack">>
The Mimic rears its thickest tentacle - the long, flat tongue - up into the air, brushing against the ceiling with its sheer length! Once it eclipses the lights above, it brings it down in a mighty, crushing whip!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article slams its tongue down upon Mio, clipping her on the shoulder from a failed dodge! She spins and staggers for a moment, grimacing at the sloppy drool left coating the side of her body.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article slams its tongue down upon Mio in a direct hit! She yelps as she's briefly gummed to the floor, grimacing and cursing when the tongue lifts away - it was thick enough to entirely encompass her, leaving her coated in drool!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "EMP">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d5')>>
<<include "Combat Enemy Base Attack">>
The Mimic flings its door wide open, tentacles parting along the edge of the frame to provide a clear look straight inside of its pocket dimension. It suddenly shifts... and then folds in upon itself in a manner that should not be physically possible!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>> - she looked away!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio grunts and shields her eyes, but it's too late. The paradox has already struck her logic circuits, havoc surging across her artificial mind until it can be isolated, quarantined, and deleted. She shudders, feeling a lot less focused that she was a moment ago!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio freezes in place with a choked noise, her eyes flashing and then fizzling out entirely from the paradoxical sight within the Mimic's body. She's forced into a hard reboot... as evidenced by her next waking moment being entangled in tentacles and reeled into that box! She yelps and thrashes, the Mimic thankfully unprepared for her to wake up just yet: Mio springs away and staggers back, shuddering at a number of lingering sensations in both her synthetic brain, and the sensitive parts of her body... the latter no doubt the work of groping tentacles.
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to +1>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d7')>>
<<include "Combat Enemy Base Attack">>
With a flurry of whip-like flails, the Mimic's tendrils raise up like hissing cobras. Literally... Mio can hear the hissing! The tips of each tentacle extend with nozzle-like shapes, swell at the base, and then begin to shudder and unleash pressurized globs of something neon green, like a wall of machineguns!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio scatters, taking a few stray hits. The acid tingles sharply wherever it lands on her body - it singes the paint of her hardcase limbs, flushes her softcase body with heat, and eats away at her <<= $Player_outfit>>!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 75>>
Mio attempts to dive to cover, but slips upon some of that aphrodiasic-loaded acid! She grunts as she hits the ground, covering her head with crosses arms as she crawls into cover, getting utterly drenched with the sticky green slime... it eats at the paint of her mechanical limbs, flushes her synthskin like the touch of a hot iron - without the pain, thankfully - and threatens to sizzle holes into her << $Player_outfit>>!
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 5>>
<<set $Enemy_damage_type to "piercing">>
<<set $Enemy_status_attack to 'bleed'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 3>>
<<set $Enemy_attack_damage to -1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d6')>>
<<include "Combat Enemy Base Attack">>
Lashing out with a large tentacle, the Mimic shudders as a bulge ripples from base to tip of it: the head sudden mutates, splitting open with sharp, jagged teeth! It's evidently aware that Mio is sturdy enough to nibble on! It surges down, attempting to chomp the 'bot!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio grunts as the maw clamps down around her arm, crunching into the hardcase limb, threatening to sever transmission pipes beneath the plating!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 75>>
Mio grunts as the maw clamps down around her arm, crunching into the hardcase limb, threatening to sever transmission pipes beneath the plating! She wrestles with the tentacle, only to gasp when it lets go, swells wider, and attempts to <i>clamp around her entire torso!</i> It briefly succeeds in slurping on Mio before she can pry it open, growling and grumbling about her new layer of sloppy spitshine.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
The Mimic lets out a cartoonish 'pleh!' noise, unfurling its tongue in a whip-snap before it sudden pulls it back inside, along with the rest of its tentacles. Its door slams shut, then creaks open just enough to allow some slender tendrils with gaping tips to slither outwards, spewing a clear resin across its parasitized surface. The substance hardens within seconds, smooth and shiny. Did... did it just polish itself?
<br><br>
<b>Enemy armour increased temporarily!</b>
<<set $Enemy_armour_decay_buff to $Enemy_armour_decay_buff + 2>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimic Loss Check]]@@
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 70 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
The massive aquatic menace slides back away from Mio, its rubbery hide pockmarked with bruised discolouration. It understands that she's a threat, now... but, just as Mio thinks it might be surrendering, it suddenly shudders and begins to expel a great quantity of clear-but-cloudy goo! It coats itself in the substance, seeming to harden in an instant. From squishy, to... 'rubbery'!
<br>Enemy armour temporarily increased!<br>
<b></b>
<<set $Enemy_armour_decay_buff to $Enemy_armour_decay_buff + 3>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_hp_temp <= 30 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
Mio has this Monster on the ropes! It isn't like her to get overconfident... and yet, she falls right into another ambush. Mio lets out a grimacing choked noise when she feels something heavy, hot and sticky collide with her back! She looks over her shoulder with wide eyes, just in time to see a previously disguised barnacle reeling her in with a harpoon of sticky, sickly 'silk'. She squirms and struggles against it, digging her heels in - preventing it from trapping her against the wall, but just as immobile anyway! The Bearslug immediately begins to lurch towards her, knowing she's stuck as she tries to dislodge the tugging slime strands.
<br>Mio is bogged down!<br>
<b></b>
<<set $Player_bogged_down to $Player_bogged_down + 3>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<else>>
<<set $Enemy_dice to dice('1d8')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "water">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to -2>>
<<set $Enemy_attack_def to -1>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The Bearslug rears back upon what can charitably be called 'feet', taking on the rough shape of a fattened star. It's almost cute: until Mio remembers it's twice her size, currently towering above her... and until it suddenly compresses itself around an internal sac, pressurizing it and shooting a beam of water at her with pressure-cutter power!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! It looks limp and squishy for a moment, weakened by its own attack!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article douses Mio with its water jet, the Android bracing for impact with her arms crossed over her chest, sending spray off in all directions! She lets out a 'bleh' once the stream subsides... it's stickier than it looks!
<br><br>
$Player_alias takes $Enemy_damage damage! It looks limp and squishy for a moment, weakened by its own attack!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article strikes Mio directly in the face, sending her staggering backwards! Even after the stream subsides, she's in trouble: she claws at her face in an effort to dislodge the slimy substance that remains, lashing out with her other arm in blind fury. She succeeds in wiping it off of herself, but remains spluttering and choking for a bit, struggling to regain her composure in this battle!
<br><br>
$Player_alias takes $Enemy_damage critical damage! It looks limp and squishy for a moment, weakened by its own attack!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to -3>>
<<set $Enemy_attack_def to 1>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The Bearslug shudders, a highly-prehensile tentacle erupting out of its back! The Monster bunkers down as the tentacle spits out darts like a machinegun, turning itself into a turret!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Enemy armour raised for 1 turn! Enemy dodge severely reduced for 1 turn!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as a dart finds its mark - right on her chest! She quickly pulls it out, only to double over from a sudden flood of aphrodisiac chemicals rushing through her biomechanicals. F-fuck!...
<br><br>
$Player_alias takes $Enemy_damage Focus damage! Enemy armour raised for 1 turn! Enemy dodge severely reduced for 1 turn!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio flails and staggers as she takes a number of darts to the chest! She manages to flip into some shallow cover, wincing as she removes the darts: though it deems their stingers have already dissolved, pumping aphrodisiacs through her biomechanicals... especially her tits. She winces, the slightest movement sending wildfire through her body. Not good, not good!...
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage! Enemy armour raised for 1 turn! Enemy dodge severely reduced for 1 turn!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('3d4')>>
<<include "Combat Enemy Base Attack">>
Mio gasps as the Bearslug suddenly rears up high!... and then attempts to flop down atop of her.<br><br>
<<if $Enemy_success is 0>>
<<set $Enemy_attack_dodge to -2>>
$Enemy_Article misses <<= $Player_alias>>! Enemy dodge reduced for 1 turn!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article flattens Mio! The unfortunate Synthetic lets out a grunt as she's glued to the ground, fortunate enough to wriggle free before the Monster can seal itself to the ground around her. <i>Un</i>fortunately, it isn't before she gets plenty gooey!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article silences Mio's yelp of panic by flattening her. Even worse, it's a perfect 10/10 landing: Mio is briefly cast in stark detail when the Bearslug tightens around her, attempting to glue her to the ground beneath its bulk! It compresses so severely that even her facial features can be seen through its usually thickened hide-- it's only when the Monster relaxes for a moment that she's able to kick and squirm backwards, slipping free from under it, gasping for fresh air and seething about the layers of slime that cling to her body.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7>>
<<set $Enemy_damage_type to "sonic">>
<<set $Enemy_status_attack to 'disable'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
With a loud squelch, the Bearslug seems to fold in on itself. Mio watches with a mixture of concern, disgust and awe as the Monster inflates from either side of its hide-like 'shell', sacs that began opaque stretching and becoming translucent! This state is maintained for just a moment... and then they begin to deflate and reverberate, a warbling, croaking sound quickly becoming deafening in the cramped space, rattling at Mio's body!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio quickly locks herself down, briefly immobilizing herself to prevent vibrational damage to her body!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio grimaces and staggers backwards as the sonic assault ravages her body, threatening to send fine mechanical parts and circuitry loose within her hardcase limbs! All she can do is weather the assault, slamming a fist against the metal wall to partially brace herself, dampening the effects.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 125>>
Mio tries to rush for a wall to brace herself against, but she's too late! She shudders to a halt as the sonic assault washes over her, immediately dislodging something important in her hip joints. With her legs briefly disabled, she's brought to her knees by the constant shuddering soundwaves, rattling at her body from within!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "water">>
<<set $Enemy_status_attack to 'blind'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_status_bonus to 70>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Bearslug suddenly caves in around itself! Mio keeps her guard up... but isn't prepared for the sudden spurt of thick, black slime that erupts from the Monster's back!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio scowls as she gets a coating of that blinding slime: it was aimed right for her eyes! She claws and wipes at her face, the stuff pooling in the seams that run down her face and in thick smudges under her eyes... she's been goth'd!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio scowls as she gets a coating of that blinding slime: it was aimed right for her eyes! She claws and wipes at her face, the stuff pooling in the seams that run down her face and in thick smudges under her eyes... she's been goth'd! More to the point, she can barely see!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Bearslug Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100)>>
<<if $Enemy_hp_temp <= 60 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<elseif $Enemy_hp_temp <= 33 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<<else>>
<<set $Enemy_dice to dice('1d8')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
The Goo Doll staggers backwards, her rhythm totally shot. Mio is sure she's scored a major strike: but alas, it's a ruse. The Goo Doll IS worn down, but not nearly as badly as she pretends to be - she suddenly springs back forwards upon one leg, tossing her body forwards, stretching like taffy as her gigantic ponytail sails towards a bewildered Mio!
<br><br>
Despite a solid effort to dodge, Mio finds that the gooey ponytail effortlessly tracks her movement. It slips past her and sharply curls inwards, coiling from her neck down to her hips-- and trapping her arms tightly by her sides! She cries out in frustration as the Goo Doll reels her in...
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Goo Doll Physical">><</link>>@@
<<else>>
<<set $Enemy_dice to dice('1d8')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to -1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
Placing her hands upon her hips, the Goo Doll smirks confidently. She performs a cheeky gyration, letting the motion travel up her torso and into her neck with a spin - a spin that sends her ponytail stretching and flying towards Mio with the strength of a whip!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article strikes Mio with her hair-whip! Mio seethes and staggers backwards, the force of impact shockingly strong!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article ensnares Mio with that whipstrike, catching her harshly on the side - and then dragging her in close as her elasticated hair springs back. Mio is sent spinning, coming to a staggering halt mere inches from the Goo Doll... who simply steps up and plants a kiss on Mio's cheek, mockingly. Mio springs back with a scowl.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FE84E5">"Think fast!~"</span> The Goo Doll chimes, crossing her arms beneath her bust with a little swivel of her body. She parts her shiny black lips, between which darts a purple blur-- her tongue!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! The gooey minx pouts as her tongue snaps back into her mouth.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio splutters as that impossibly long tongue snakes straight into her mouth, lashing about inside her cheeks in some perverse imitiation of a kiss. The tip drools a sweet-tasting, slippery fluid... and, of course, it's aphrodisiac. Mio grunts and grapples the slippery 'muscle' with a fist, losing grip of it quickly, the Goo Doll giggling as it slips back into her mouth.
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gags out - a hardcoded function of this Gynoid torso - as the Goo Doll's tongue strikes true, slipping right past her lips and down her throat! Mio grips at it with her fists, but it's far too slippery to keep a hold of - it's able to dump a thick spewing load of aphrodisiac drool straight into the Synthetic's throat! Mio finally wrestles it free, during which time the Goo Doll has sauntered ever closer...
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "unaspected">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The Goo Doll suddenly claps her gloved hands together!... and then her constant jiving turns into an outright dance! With daring swings of her hips and tosses of her head that make her ponytail twirl daringly around her body, Mio watches in surprise as the Monstergirl's body begins to shift colours from purple to pink to blue to-- suddenly, different parts of her body pulsate in different colours! It's difficult to look away...<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio snaps out of it and averts her gaze, earning an irritated <span style="color:#FE84E5">"Ahem!!"</span> from her opponent.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio twitches, but finds herself unable to look away, even as those swirling colours and daring dance moves sear themselves into her eyes. She finds the rhythm intoxicating: before she knows it, she's starting to dance as well, the Goo Doll's approving giggle echoing through her mind. Mio suddenly bites down her against her own teeth and shakes her head, staggering out of her half-dance and clutching at her forehead. What the hell was that?!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio freezes in place, unable to look away as the Goo Doll's daring dance and curling, colliding colours utterly dominate her vision and mind. <span style="color:#FE84E5">"That's it..."</span> comes a faraway whisper, tone as mocking as it is warm. <span style="color:#FE84E5">"Dance with me... show me what you've got~..."</span> it continues: and Mio obeys. She can't hold a candle to the Goo Doll, but Mio twists her hips, thrusts her chest forwards, and surrenders to the invisible beat by which the strange Monstergirl lives. She feels herself drowning deeper and deeper into the moves... but she pulls herself out just on the cusp of plummeting into it forever, staggering suddenly and becoming aware of the flashing red warnings all over her HUD! She cancels them out with a huff, doing her best to ignore the sarcastic, patronizing applause of the Goo Doll's gloved hands... and her demented little laugh.
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'concuss'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FE84E5">"Gosh, you sure are strong! I think I could play with you alllll day without you breaking on me... lemme test that theory."</span> the Goo Doll sneers, planting her hands on her hips as her massive ponytail suddenly swings up behind her, pitching like a cobra about to strike! Mio's eyes widen when that writhing extra limb swells at the tip, taking on the form of a gigantic fist-- far bigger than the Goo Doll's body... and that of Mio, for that matter: a fact made abundantly clear when she tries to smash it down atop the Synthetic!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! It slams into the ground hard enough to smash tiles into splinters, the Goo Doll chuckling maliciously as she reels her ponytail back in.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio just barely brings her arms up in time to block the attack, her hardcase limbs jolting under the force of impact. The Goo Doll staggers back as her hair returns to her and slims back down.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio's defences are found lacking as the massive fist slams down atop her! Fingers open and the fist closes around her head, yanking her up off the ground and reducing her world to a purple haze. She grunts and twitches, hands clawing at the oversized fingers to pry them loose! She falls to the ground in a crumpled head, seeing stars -- or, more accurately, seeing glitches and distortion across her vision, the Goo Doll briefly splitting into multiple mocking, giggling afterimages whilst Mio's visual circuits self-repair.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to -2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('4d4')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FE84E5">"Hey, cutie! Gimme a kiss. ♥"</span> the Goo Doll giggles, placing a gloved hand against her lips in feigned politeness. In an instant, her already oversized ponytail swells in size, bulging at the tip as it sails towards Mio... splitting open in half, attempting to clamp down upon her head!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio's eyes widen-- before they're completely engulfed, the newly-formed maw clamping onto her face and drowning her in cloying, smog-thick humidity, blinding her with a fog that immediately tingles against her synthskin. She manages to pry it off, spluttering and gasping as aphrodisiacs infiltrate her system, the Goo Doll snickering to herself as her hair returns back to normal. <span style="color:#FE84E5">"Muwah!~"</span>
<br><br>
$Player_alias takes $Enemy_damage damage to HP and Focus!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Player_hp_adjust>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 125>>
Mio yelps out, a noise instantly stifled by that gooey maw clamping around her entire head! The perverse 'kiss' floods her face with a hot and humid purple smog, saturating her synthskin in so much of the stuff that she fears it might stain her fair features. She isn't worrying about that for long, though: not when the maw relaxes... only to sudden clamp down further, yanking her off the ground as it devours her up to her shoulders! She flails, arms pinned by her sides, howling out muffledly as the Goo Doll purrs and sidles up alongside her - eyelevel (if she had eyes) with the struggling Synthetic's hips.
<br><br>
<span style="color:#FE84E5">"Gosh! I could just <i>eat you up...</i> but that'd be a pretty lame end to the scene. Lucky you, huh?"</span> she coo's, giving Mio a harsh, full-power <b>-SPANK-</b> just as she releases her, the Android barely landing on her feet: staggering, spluttering, and furiously embarrassed, all-too-aware that the fight is only continuing because her opponent has let it. Mio vows to make her regret it...
<br><br>
$Player_alias takes $Enemy_damage critical damage to HP and Focus!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Player_hp_adjust>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Goo Doll Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "Goo Doll Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "Goo Doll Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "Goo Doll Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0 or $Player_focus <= 0>>
Mio has been reduced to limp putty in the Goo Doll's sinful grasp, hanging like a stringless marionette in her coils. She groans as she's pulled in close, the Goo Doll grinding against her exposed rear - one hand on her chest in a tight grope, the other directly grasping the tip of her tail and shoving it harshly against Mio's groin, the vibrations intensifying. So intense... too intense! Mio wails as she feels herself rushing to the cliff's edge, powerless to do anything but hold on, barely even registering it when the Goo Doll's long tongue flicks out to drag up the Droid's cheek.
<br><br>
<span style="color:#FE84E5">"Mmph, that's it... cum for me. Show the whole world that you're nothing but a walking, talking fuckdoll~. There's no shame in it... it's just what you were built to do: just like I was built to make this ass <i>mine.</i>"</span> she groans sensually, grinding against Mio's backside - a snug, perfect fit of hips to hips. Mio doesn't notice: she's too busy gagging out against the chokehold of that tail as she finally cums, her bucking heaves barely even registering as struggles from how tightly the Monstergirl clings to her -- whispering encouragements laced with insults all the while.
<br><br>
Mio cums. And cums, and cums... but the vibrations don't stop, the taunting does not cease, and one climax chains into another, and another...
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Goo Doll Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The Goo Doll giggles as Mio suddenly collides with her, the women hip-to-hip! She wraps one gloved around around Mio's waist and plants the other upon her jaw, holding her in place with a mocking little pout.
<br><br>
<span style="color:#FE84E5">"Gosh, doesn't this feel familiar? However am I going to spice things up this time, hmm?..."</span> the faceless Monstergirl coo's, grinning away at Mio's squirming, sending a tightening jolt through her ponytail to punish the Synthetic for her defiance! The tip of it nuzzles against the Android's groin, but simply sits there for now as the Goo Doll gropes and squeezes her toy.
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#FE84E5">"Oooh! I've got <i>just</i> the thing~..."</span> the purple Monstergirl chimes with a grin, giggling at Mio's look of bewilderment as the coil around her neck suddenly thickens! It completely encompasses the space between her shoulders and head, squishing her cheeks upwards in an unfortunately adorable pout as that thickening swell spreads from the base of the ponytail to the very tip!... nestled, as it is, between Mio's legs.
<br><br>
<span style="color:#E5CEF3">"Whrrt!--"</span> Mio splutters, choked too hard to speak legibly as that tip bloats, retextures into a lumpy rattle, and then begins to <b>vibrate</b> against her slit! Mio huffs and shudders, renewing her struggles against the slippery living rope as the Goo Doll claps in delight-- though it isn't long before her hands find their way back onto Mio's body.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The Goo Doll hums surprisingly pleasantly, perhaps finally putting sound to the soundless tune she dances to as she gropes and squeezes at Mio's tits, harshly pawing them with a leer on her shiny lips. Even worse, the thrumming vibration against her crotch matches the beat! With her neck wrung so securely, all Mio can do is spittle and seethe, unable to voice her protests as each hum of vibration makes her hips jerk and writhe. Soon, the Goo Doll finishes her inspection of Mio's body... and steps back, arms crossed confidently beneath her bust like a shelf, leering as Mio is held aloft and tormented by the pulsing, squeezing grapple!
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#FE84E5">"Aww... does it feel good, Cutiebot? You come in here all guns blazing, but it's pretty obvious you're made for <i>fucking.</i> Why not just relax, surrender, and enjoy it? I'll take super good care of you, and use you the way you were built to be used... <b>fucktrash. ♥</b>"</span> <br><br>
The Goo Doll taunts and giggles, and Mio kicks and splutters. The vibrations are intensifying, hammering into her with relentless strength, speed and tenacity. The grip around her body is so tight, it's sending pressure warnings flashing through her HUD!...
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio can feel her peak fast-approaching, much to her frustration and shame. It wouldn't be so bad, if this Monstergirl didn't have obvious intentions to take things further!... and if she wasn't such a bitch. Speaking of - and right on cue - the vibrations suddenly stop right as Mio is at the very edge of her senses, coaxing a strangled noise of confusion from her. No, not a noise, more of a whine. She's suddenly tugged in close, the Goo Doll grapping her by the hip and holding her close, placing a hand upon the Synthetic's groin, allowing her ponytail to slip away... but she doesn't finish her off! Instead, she kisses Mio, forcing a long tongue deep into her mouth, moaning and giggling as she forcefully makes out with the trapped Droid.
<br><br>
<span style="color:#FE84E5">"Mwuuuah~..."</span> she sighs as she pulls back from the kiss, tightening her tail again to prevent Mio from speaking back - she just manages a feeble croak, squirming against the Doll's fingers to no avail, feeling her blissful climax slipping away. <span style="color:#FE84E5">"Aw, were you close, hun? Soooorry~... but only good little Bimbots that know what they're good for get to cum on my watch. The sooner you give in, the sooner I'll make you feel goooood, again and again and again~..."</span> she hisses playfully, words dripping with lustful malice as she begins to grope Mio's chest, tail returning and lightly vibrating once more: but far too late, Mio's climax ruined, kept at bay, forced to build up once more.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Shunting power to her arms, Mio lets her legs go limp as she fully distributes her energy. It's enough to break free: the Goo Doll yelps in surprise as Mio flexes outwards, the ponytail stretching so far that it begins to resemble pulled bubblegum! She lets go in a panic, whimpering as she strokes her ruined extra limb, kneading it with her palms to get it back into shape. <span style="color:#FE84E5">"You jerk!!"</span> she huffs, clearly not interested in trying that one again. Mio sneers back at her as her legs regain power, going from teetering to standing defiant and tall.
<<else>>
Mio waits for her moment, letting her struggles die down to fool the Goo Doll into a sense of false security. Seemingly bored with Mio's apparent surrender, the ponytail relaxes for a moment, the precusor to it tightening for the finishing blow... during which Mio suddenly twists her arms and pushes up with her shoulders! Success: she slips down and onto her feet, the ponytail collapsing around where she used to be with a wet -SCHLORP-, reducing it to a shapeless ball! The Goo Doll huffs, reeling her ponytail back to tug and stretch it back into shape.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Goo Doll Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio pushes out with all her might, the ponytail stretching like taffy around her body! Unfortunately, just like taffy, it's stubborn and refuses to rip. The Goo Doll snickers at the show, tightening back up with a mocking little <span style="color:#FE84E5">'tsk tsk'.</span>
<<elseif $Struggle_Type is "AGI">>
Mio's attempts to twist and slip her way out of those gooey bonds does her no good. The prehensile extra limb easily adjusts and shapes to counter her every move, refusing to stray strethed whenever she adjusts her position: clinging to her like glue!
<<else>>
Mio grits her teeth and tries to focus on a plan of action, doing her best to ignore the Goo Doll's attention-seeking taunts... and her wandering hands. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Goo Doll Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_charging is 1>>
<<set $Enemy_charging to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_charging to 0>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_damage_type to "radiation">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 125>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 10>>
<<set $Enemy_attack_damage to 5>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('5d3')>>
<<include "Combat Enemy Base Attack">>
There's a sharp gleam from behind the Slammia's gloved hands... and then she whisks them away, lunging forwards, her eyes inhumanly wide and painfully bright to behold! Literally-- is that a laser!?<br><br>
$Enemy_Article hisses out with a hateful edge as everything before her glare begins to fizzle, spittle and melt! <<if $Player_defend_defence gte 1>><<set $Enemy_status_bonus to 25>>Mio weathers the assault behind her guard, damn glad that she read the signs!<<else>>Mio cries out as she's swept under the wave of baleful energy, feeling as though she's on fire.<</if>> The attack ends abruptly, with the Slammia's eyes briefly turning black and hollow before they refill with that toxic glower, their glow significantly reduced.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_hp_temp <= 75 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
The Slammia suddenly rears back, towering over Mio with her gloved hands covering her eyes. A toxic-pink glow begins to grow from behind the black latex, and Mio gets a terrible feeling... even as her foe leaves herself open to attack!
<br><br>
<b>The Slammia is charging an attack! Her Dodge and Def fell!</b>
<<set $Enemy_attack_dodge to -5>>
<<set $Enemy_attack_def to -3>>
<<set $Enemy_charging to 1>>
<<set $Enemy_charging_max to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_hp_temp <= 25 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
The Slammia is clearly hurt - or, at least, worn out. Her figure is less firm in shape, her goo sliding from her flesh like rain down a window. With a hiss, she spends a moment patching herself up - hands gliding across her torso, down her tail, smoothing herself back into place. It doesn't take her long!
<br><br>
<b>The Slammia is regenerating! And she isn't done yet!</b>
<<set $Enemy_regen to 3>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Slammia Attacks]]@@
<<else>>
<<set $Enemy_dice to dice('1d10')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FF3D76">"Head's up."</span> the slimy serpent sneers, crossing her arms as she sends a slight flick of her hips down her tail. The force of that tiny movement seems to build like a tidal wave, until her entire tail suddenly swings with violent, poison-dripping force towards Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as the very tip of the snake's tail slaps against her body, leaving a purple streaking stain that tingles incessantly - and that's not even factoring in the force with which it struck her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio grunts out as a thick section of the tail slams into her torso, briefly nailing her to a wall - it flattens on impact, threatening to engulf her entirely. The Slammia can't regain control of her morphable body in time to entrap Mio for good, the Synthetic sliding back to the ground and onto her feet... covered in poison slime that makes her softcase synthflesh ache!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'soft'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 1>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
The Slammia makes a frankly revolting noise in her throat, then her eyes burn brightly as she slips forwards and spits loudly - black and bubbling like hot tar, fizzing and sizzling in the air!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as she's caught on the arm by the acidic substance, swinging her arm to fling the majority of it off of herself!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio yelps out in shock as she's stuck on the chest by the acidic substance! It burns acrid and black against her <<= $Player_outfit_top>>, but doesn't harm her flesh. It just... aches, burningly, needfully...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7 or $Enemy_dice is 8>>
The Slammia spins and coils on the spot, excess slime slipping from the surface of her body. The process streamlines her: makes her faster!
<br><br>
<b>The Slammia's agility has temporarily increased!</b>
<<set $Enemy_agility_decay_buff to $Enemy_agility_decay_buff + 2>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_status_bonus to 0>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FF3D76">"Hold still, Bimbot. Time for a stress-test."</span> the Slammia growls through her fangs, suddenly swinging her hip out harshly - her tail following along behind with a mighty crashing wave!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! That mighty tail slams against a pole and coils tightly around it, crumpling it and ripping it from the ceiling. The snake sneers, tossing it aside.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio yelps as the tail strikes her... but it doesn't just slap her into a wall. The moment it makes contact, it curls around her body - crushing her tightly as she's plucked from the ground, suddenly reeled in towards the smirking snake! She grunts as she comes to a sudden halt, arms and legs pinned, tail sliming all over her from shoulders to ankles!
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Slammia Physical">><</link>>@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Mio pushes, Mio shoves... but it's like fighting a bowl of jelly. This thought crosses her mind - somewhat strangely, given that she doesn't eat and couldn't care less for jelly, but... it's worth a shot. She twists her head just enough to get an angle, and <b>bites down</b> on the tail before her. The Slammia lets out a high-pitched hiss of a gasp and releases the Android, briefly clutching at her tail, glowering. Mio is just glad to be back on her feet: her shaky, shaky feet.
<<else>>
Every movement Mio makes is countered by the tide of seething slime, but... the thought occurs to her that the Slammia is trying to track her movements ahead of time. Risking it, Mio suddenly goes rigidly still, locking her limbs in place, becoming as solid as a statue; <i>-schlk!-</i> She slips down and out of those coils as they crush inwards where she was mere moments ago, the Android dodging at the tail slams down atop her to try and recapture her. The Slammia huffs, flicks her tail, and withdraws it back into her coils to boost herself back up taller.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Slammia Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio shunts and grunts, but it's like trying to withstand the force of floodwater. This is bad!...
<<elseif $Struggle_Type is "AGI">>
Mio twists frantically, but while she can push herself through the slime, it reforms instantly around her. This is a nightmare!...
<<else>>
Mio squares her jaw with a scowl, giving up on her struggling for a moment to think of a better plan. She's aware of the Slammia's unblinking, disrespectful gaze the whole while... how horribly distracting. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Slammia Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "Slammia Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "Slammia Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "Slammia Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0 or $Player_focus <= 0>>
Mio's eyes begin to flash unevenly, like lightbulbs on their final seconds of life. She can barely even twitch as the Slammia draws her in closer yet again, practically resting the Android upon her chest. It's almost tender...
<br><br>
Until it isn't.
<br><br>
<span style="color:#FF3D76">"Scream for me."</span> she orders: and then her tail twists around Mio's form with savage intensity, revealing that everything up until this point was mere foreplay. Mio's eyes widen, flash brightly, and then she seizes up as poison overwhelms her system and her mind and body both begin to break.
<br><br>
It's so tight that she can't comply with that demand, even if she wanted to. Then the Slammia tosses Mio up into the air with a dismissive scoff - she lands hard on her back, and it's a while before she shakily rises to her feet... barely able to stand, clearly out of this fight.
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Slammia Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio pushes and shoves outwards with her arms and legs, grimacing from the exertion - a strange habit she's subconciously cobbled together over the years. Alas, grim expression or no, it's not doing her any good; the Slammia's tail morphs and shifts to fill each crevice as it widens, effortlessly carrying Mio closer and closer... until her vision swims with the Slammia's unamused glare. The massive snake turns - Mio's world turning with her - and leans back against a counter, arms spread casually, resting on the base of her coils while the rest of that imposing length threatens to spread and engulf Mio whole.
<br><br>
<span style="color:#FF3D76">"If I were you, I'd start begging."</span>
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Wh--"</span> Mio starts with a strained grind to her voice.
<br><br>
<span style="color:#FF3D76"><b>"Wrong."</b></span> interrupts the snake with a snap, eyes flashing brightly as her tail suddenly twirls around Mio, tightening from 'uncomfortable' to 'crushing'. Mio splutters but finds her voice completely stolen from her, one of those lengths of coil now firmly wrapped around her neck, triggering choking algorithms from this stupid, wretched Gynoid body!
<br><br>
<span style="color:#FF3D76">"Try again."</span>
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio feels something in her body creak and groan under the pressure as the coils tighten about her body. Even worse, the toxins that riddle the serpent woman's slime have had ample time to seep into Mio's body, eating away at her hardcase parts and basting into her biomechanicals. Half of her struggles are inadvertant, unintentional-- she twitches and chokes, aware of her cheeks puffing out from the pressure around her neck and jaw. All the while, the Slammia watches her squirming with the glare of a cat with an injured mouse, content to toy with the silenced, struggling Android.
<br><br>
<span style="color:#FF3D76">"It's like you don't even <i>want</i> to break free. How pathetic."</span>
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Kuuuh!--"</span> Mio gasps as the pressure suddenly lets up, feeling a strange rush through her body as things begin to flow through her biomechanicals unobstructed. This isn't a good thing, though; it means the poison basted into her synthskin is allowed to properly circulate! An intentional act from the Slammia, who's lidded eye fall into a satisfied gaze, lips quirked in a subtle smirk.
<br><br>
<span style="color:#FF3D76">"That's not quite right, either..."</span> she trails off, waiting for Mio to say something. Of course, the very moment Mio begins to speak, it's reduced to a throttled <span style="color:#E5CEF3">"Skrg!--"</span> when the Slammia's tail tightens once more... but just around her neck.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio swings in the Slammia's grasp as the tail entirely releases her... save for the thick midsection around her neck. She dangles like a helpless doll, clawing and prying at the slimy tail, only for her fingers to slip off of it or outright sink into it, cleaving straight through, the damage repaired in moments. She becomes aware of movement from behind her but is caught off guard all the same when the slender tip slinks back around and darts between her lips: Mio lets out a loud, lurid gag with wild and widened eyes as her throat is invaded, now blocked from the outide and in! Now choking on both the girth and strangly enticing, sweet taste, Mio winces down at the Slammia, held so high aloft as she is. All she recieves in turn is a glare that makes her feel like a piece of refuse on the roadside.
<br><br>
The Slammia suddenly pulls her tail out of Mio's mouth, lets her get a few spitting chokes out, and then tosses her into the air! Mio yelps, limbs flailing haphazardly... until she's snatched out of the sky once more, tangled back up, back to square one - the pressure increasing around her body yet again.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 99 and $Player_defend_defence gte 1>>
<<set $Enemy_damage to 5>>
As Mio defends, the Symbiode pauses. Its large eye swivels, then it seems to shrug - rather than attacking Mio, it hops back as the Drow host raises her arms, chanting something in an alien language, their entwined bodies glowing a soothing green. It just healed instead of striking her defenses!
<br><br>
<b>$Enemy_Article healed for 5 HP!</b>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_damage, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<else>>
<<set $Enemy_dice to dice('1d11')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damageroll to dice('2d3')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Player_hp_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('3d3')>>
<<set $Enemy_attack_accuracy to -3>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_2 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_2 to $Enemy_damage * 2>>
<</if>>
The Symbiode's two primary tentacles coil and dance down the arms of its host, trailing on the floor with their length. The Drow lets out a soft, far-away sigh, then raises her arms and twists, suddenly lashing out with them like whips - their trajectory twisting with prehensile muscle to home in on Mio!<br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
Mio ducks to the side, then hops back to avoid the second blow!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio grunts as she's struck, narrowly avoiding getting outrgith grabbed by the living whips!
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 damage!<<else>>Mio dodges the second attack!<</if>>
<br><br>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "unaspected">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
The Symbiode's massive eyes suddenly swells in size, wide and open, new colours bleeding and swirling through the golden gaze. Mio flinches, but finds herself unable to look away!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She scrunches her eyes shut and avoids the gaze attack.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio's eyes twitch as she shudders on the spot, neck twinging as she fails to turn her head away, her mind suddenly filled with explicit images of herself serving the enhanced Drow... down on her knees, where she belongs. She bites her tongue and snaps out of it, seething.
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio's face goes from shocked, to blank. Those pretty colours play across her pale features as the Symbiode strolls closer, and then!... everything goes dark.
<br><br>
<span style="color:#E5CEF3">"Mmmm... Maaah~..."</span> Mio moans softly, words reduced to pointless slurring as her tongue dances with the Drow's, their bodies held tightly together by tentacles as they make out. It's only when Mio's tongue grazes one of the woman's sharp canines that she splutters and snaps out of it, staggering back from the slippery grasp of those writhing symbiotic tendrils, her lips slick and slippery with drool. The Drow seems to pout, and the Symbiode's eye glares... how long was she in a trance, making out with her opponent!?
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7 or $Enemy_dice is 8 or $Enemy_dice is 9>>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'burn'>>
<<set $Enemy_status_bonus to 60>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
A series of runic marks suddenly burn to life along the Drow's right arm, slightly obscured by the tendrils wrapped around it. With a stiff raise of her arm, she lays her palm flat towards Mio and spits two alien syllables; within a split second, a blindingly hot sun appears in her hand and blasts towards Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio is grazed along her side by the fireball! She slaps at herself with her opposite arm to prevent it from catching.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio yells as she's entirely engulfed in flames, the fireball hiting her square in the chest. It soon burns out, leaving her more than a little singed...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damageroll to dice('1d5')>>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'burn'>>
<<set $Enemy_status_bonus to 25>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Enemy_multiattack_3 to 0>>
<<set $Enemy_multiattack_4 to 0>>
<<set $Enemy_status_bonus to 0>>
<<set $Player_hp_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 25>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 50>>
<</if>>
<<set $Enemy_damageroll to dice('1d6')>>
<<set $Enemy_attack_accuracy to -4>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_2 to $Enemy_damage>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 25>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_2 to $Enemy_damage * 2>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 50>>
<</if>>
<<set $Enemy_damageroll to dice('1d6')>>
<<set $Enemy_attack_accuracy to -7>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_3 to $Enemy_damage>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 25>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_3 to $Enemy_damage * 2>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 50>>
<</if>>
<<set $Enemy_damageroll to dice('1d6')>>
<<set $Enemy_attack_accuracy to -7>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_4 to $Enemy_damage>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 25>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_4 to $Enemy_damage * 2>>
<<set $Enemy_status_bonus to $Enemy_status_bonus + 50>>
<</if>>
The Drow host raises both of her arms, chanting rapidly - yet her voice sounds as though it's coming from several rooms away. Mio's sensors blare in warning as the temperature rises all around her! She looks around with a groan, trying to anticipate the source of the incoming attack... and then she balks as portals open up all around her, each no more than a foot in diameter: all pointed directly at her, burning crimson behind each window. <br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
Mio scrabbles and surrenders her senses to her sensors, letting them pilot her through the firestorm of magicked bolts. Incredibly, it pays off: not a single one scorches her!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio can but brace herself for the savage storm of flaming bolts, dodging as best she can, but getting singed along the way. Each bolt is weak in power, but makes up for it in the sheer quantity, the room left hazy and waving in the aftermath.
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 damage!<<else>>Mio dodges the second attack!<</if>>
<br>
<<if $Enemy_multiattack_3 > 0>>Mio takes $Enemy_multiattack_3 damage!<<else>>Mio dodges the third attack!<</if>>
<br>
<<if $Enemy_multiattack_4 > 0>>Mio takes $Enemy_multiattack_4 damage!<<else>>Mio dodges the fourth attack!<</if>>
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Symbiode Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<span style="color:#FF923D">"Oooooourgh!! That's it! You're really making me mad now!"</span> Mimi growls through clenched teeth, her face turning from that cheery coral orange to a furious red. Unfortunately for her, it lands entirely on the wrong side of intimidating; it's kind of adorable. Just as Mio thinks this, however, the mutated Mimic throws her arms back and wide, her tentacles coiling around one another above her to form spires that crackle with lightning at the tips. Mio doesn't think it's so cute now...
<br><br>
<b>Not with Mimi charging such a massive attack!</b>
<<set $Enemy_charging to 1>>
<<set $Enemy_charging_max to 3>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_charging is 1>>
The atmosphere of the cavernous Sled chamber is electrified. Sparks erupt from the floor around Mimi, some of which die immediately, others of which arc towards the orb of ball-lightning forming between the crackling arcs created by her tentacles.
<br><br>
<span style="color:#FF923D">"I just want to make you happy, you jerk!!"</span> she grumbles, her eyes turning solid, glowing white from the energy buildup.
<br><br>
<b>Mimi is almost finished charging!</b>
<<set $Enemy_charging to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_charging is 2>>
<<set $Enemy_charging to 3>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_charging to 0>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'paralysis'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 30>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d2')>>
<<include "Combat Enemy Base Attack">>
Mimi doesn't say anything as the orb of electricity above her collapses in on itself, crushed down into a tiny, dense sphere. With a glower at Mio, she simply swings an arm forwards, places her palm to her lips, and then blows her a kiss: right as the orb shoots towards Mio, homing right in on her! <br><br>
<<if $Player_defend_defence gte 0>>
Mio seethes behind her defenses, electricity ravaging across her form but mostly coursing through her hardcase exterior parts, slamming into the ground around her and melting chunks of the floor into slag. When the storm passes...
<<else>>
Mio yells out as the orb hits her, its diminutive size betraying the sheer power behind it. Fucking... magic!... always cheats! She's zapped so hard that the internal structure of her Gynoid torso flashes through her synthskin, leaving her smoking and frazzled by the time it ends.
<</if>>
<br><br>
<<if $Player_hp - $Enemy_damage gte 0>>Mio is still standing, smoking arms crossed before her before she relaxes them, fixing Mimi with a challenging glare. The impudent Monster trembles as her eyes fade back to normal, her resolve clearly shattered. <<set $Enemy_morale_bonus to -50>>
<<else>>Mio twitches, attempts to step forward, and then collapses to one knee, her body completely fried in too many places for her vital auto-repair function to keep up. Mimi huffs, sparks dancing from her breath as she regains a confident smirk.
<</if>>
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<else>>
<<set $Enemy_dice to dice('1d10')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 3>>
<<set $Enemy_attack_dodge to -2>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
Mimi suddenly slips off to the side, her whole body compressing like an eel as she attempts to dip through Mio's defenses, aiming to snake in right behind her! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio leaps out of the way and quickly turns, keeping her eyes on the pouting Monstergirl.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article lets out a giggle of triumph as Mio falls for a feint, the Android gasping when Mimi slips around her and locks her into a standing full-nelson! Unfortunately, it doesn't keep her hands busy: Mimi simply grows a second pair, those fresh limbs emerging with a slick noise as the three-fingered, slender hands upon them grope and massage at Mio's chest from behind. That's bad enough: but it's the sudden electric shocks that make her yelp and squirm and shudder!
<br><br>
<span style="color:#FF923D">"Why are you being suuuuch a tryhard? Just surrender already, and I'll make sure my pet makes you feel better than you could ever imagine..."</span> Mimi whispers, a forked tongue sliding across the spire of Mio's left aural sensor. The Synthetic huffs as she pitches forwards, dislodging Mimi in a toss that sends the Monstergirl gracefully spiralling through the air, landing on her feet with a giggle behind one of her new hands! She dismisses them back into her body and winks at Mio.
<br><br>
$Player_alias takes $Enemy_damage HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article lets out a giggle of triumph as Mio falls for a feint, the Android gasping when Mimi slips around her and locks her into a standing full-nelson! Unfortunately, it doesn't keep her hands busy: Mimi simply grows a second pair, those fresh limbs emerging with a slick noise as the three-fingered, slender hands upon them grope and massage at Mio's chest from behind. That's bad enough: but it's the sudden electric shocks that make her yelp and squirm and shudder! Seeing as it's so effective... she grows more! One clamps between Mio's thighs, another rests on her hip, one hooks into her cheek past her lips, and another curls fingers around her neck: zap, zap, zap!!
<br><br>
<span style="color:#FF923D">"Why are you being suuuuch a tryhard? Just surrender already, and I'll make sure by pet makes you feel better than you could ever imagine..."</span> Mimi whispers, a forked tongue sliding across the spire of Mio's left aural sensor. The Synthetic huffs as she pitches forwards, dislodging Mimi in a toss that sends the Monstergirl gracefully spiralling through the air, landing on her feet with a giggle behind one of her new hands! She dismisses them back into her body and winks at Mio.
<br><br>
$Player_alias takes $Enemy_damage critical HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 1>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('4d4')>>
<<include "Combat Enemy Base Attack">>
Ducking and weaving and stretching, the almost amorphous tentacle girl surges towards Mio, her forked tongue escaping past her lips and trailing behind her before she jerks to a halt, whipping it at Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article grins as her tongue finds its mark, slipping right into Mio's mouth! Within seconds the mutated Mimic follows it, her body colliding with the bewildered Android's with a humid -smack-. Hands fall upon the Synthetic in the one-sided makeout, her tongue dragged out from the coiling grip around it as Mimi moans into her mouth. Despite herself, Mio matches the noises... the poison on the girl's tongue maddeningly strong. She soon pushes Mimi away, choking and coughing with shuddering backsteps.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article lets out a triumphant noise as her tongue coils first around Mio's neck, then swings into her mouth! The Synthetic rasps in surprise as she tries to dislodge the shockingly strong muscle, only for Mimi to close the distance and collide heavily with her, pinning her to the floor and aggressively making out with the choked-out 'Bot. The monstergirl eagerly moans and slurps upon Mio's own tongue... and with poison seeping into her synthskin and into her mouth, the poor Android can't help but follow suit. Rolling Mimi off of her is a tricky task - removing that tongue from her neck, more so.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7 or $Enemy_dice is 8>>
<<set $Enemy_damageroll to dice('4d4')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to -1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Enemy_multiattack_3 to 0>>
<<set $Player_hp_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('4d4')>>
<<set $Enemy_attack_accuracy to -5>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_2 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_2 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('4d4')>>
<<set $Enemy_attack_accuracy to -8>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_3 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_3 to $Enemy_damage * 2>>
<</if>>
Mimi huffs as her right arm splits into three ropey, thick tentacles, twirling at her shoulder joint. They suddenly stretch to rain down upon Mio, like a blending whip!<br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
Mio steps sharply to her side, then twists to her right. The last tentacle smashes the ground before her, coming up short.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio staggers under the furious monstergirl's assault, the whipstrikes falling upon her like savage hail.
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 damage!<<else>>Mio dodges the second attack!<</if>>
<br>
<<if $Enemy_multiattack_3 > 0>>Mio takes $Enemy_multiattack_3 damage!<<else>>Mio dodges the third attack!<</if>>
<br><br>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "EMP">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('4d4')>>
<<include "Combat Enemy Base Attack">>
Mimi suddenly scrunches her face up tightly, as though she has a severe headache. Mio frowns for a moment: then gasps when Mimi's eyes shoot back open, wider than they should be, glaring with a caustic rainbow of colours.<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She turns away just in time.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gasps out as her own eyes begin to reflect and mimic the chaotic visual datastream, her face twitching before she manages to tear her gaze away.
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio's shoulders slump as her eyes reflect the chaotic hail of visual data, eyes occasionally twitching, jaw hanging slack open. By the time Mimi is done, Mio is wobbling on her feet, barely staying standing, her mind forcibly fragmented and desperately trying to put itself back together again.
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Mimi Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<if $Enemy_Script_1 gte 3>>
<<set $Enemy_Script_1 to $Enemy_Script_1 - 1>>
<</if>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<if $Enemy_Spare_HP gte 1>>
<<set $Enemy_Script_1 to 4>>
<</if>>
<span style="color:#FFBD8A">"<b>Energy levels... insufficient. I must have more, oh 'Queen'. Surrender your strength!</b>"</span> the Travesty bellows, its massive arms flexing and pulsing as the energized fluid that rushes through the thick veins upon them suddenly glows brighter. The flow begins to reverse, turning a sickly purple - as does the crystal chamber in the massive Monster's heart, the shadowed figure of Mimi visibly squirming harder as her strength is drained! The Travesty snarls, then lets rip with mocking laughter as damage across its mighty frame begins to knit and mend.
<<set $Enemy_damage to $Enemy_Spare_HP>>
<<if $Enemy_damage lte 20>>
<<set $Enemy_damage to 20>>
<<set $Enemy_Spare_HP to 20>>
<</if>>
<br><br>
<b>$Enemy_Article healed for $Enemy_damage HP!</b>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_damage, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_hp_temp <= 75 and $Enemy_Script_1 is 2>>
<<set $Enemy_Script_1 to 0>>
The Travesty points a palm down towards Mio, energy gathering within it. It looks like a savage attack, that may well punch a hole in the facility around her! Mio squares her jaw and looks for a weakness to interrupt it, but falters when she sees the bucking, heaving shadow of Mimi in the brute's chest... tensing, flexing, and fighting back against the tentacles around her, a glow intensifying from her eyes.
<br><br>
Oh. That looks familiar. Mio grins, then simply gives the Travesty a two-fingered salute from the base of her horn, her smile only intensifying when it's monocular glare quirks in confusion.
<br><br>
<b>CrzzzzZzzz--ZAP.</b>
<br><br>
The Travesty bellows as a gigantic electrical blast suddenly rockets from its own head up to the ceiling, the result of Mimi attacking him from inside! The monstrosity roars and flails blindly, seeing stars, open and vulnerable!
<<set $Enemy_Spare_HP to $Enemy_Spare_HP * 1.5>>
<<set $Enemy_Spare_HP to Math.round($Enemy_Spare_HP)>>
<<set $Enemy_attack_dodge to -7>>
<<set $Enemy_attack_def to -7>>
<b>$Enemy_Article damaged for $Enemy_Spare_HP HP! Dodge plummets for a turn! Defence plummets for a turn!</b>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_Spare_HP, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<else>>
<<set $Enemy_dice to dice('1d12')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 3>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d8')>>
<<include "Combat Enemy Base Attack">>
The Travesty slams a massive fist down upon the ground, nowhere near Mio. Unfortunately, as the ground shakes beneath her, the Travesty's body tenses as it pulls its arm into a broad swing, attempting to backhand the Android!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She leaps straight up and over the swing!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article smashes Mio, sending her flying across the ground and landing in a scraping shower of sparks. She pulls herself up with a growl.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article hits Mio hard, sending her flying and rolling across the ground, sparks kicked up with each skimmed impact. Worst of all, the brute's arm continues to follow her, smashing her against the far wall - she crumples after he withdraws his arm, crackles radiating from her body.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'soft'>>
<<set $Enemy_status_bonus to 70>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 4>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('4d4')>>
<<include "Combat Enemy Base Attack">>
The Travesty leans back, might arms crossing to guard its crystalized 'wife chamber'. Its mouth splits open wide as it pitches forwards, spewing a huge quantity of steaming, spitting acid at Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She rushes to a wall and boosts straight up it, the tidal wave splashing beneath her, neutralized before she lands.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article douses Mio in acid, the stuff splashing around her legs and splattering up to her body. As predictable from tentacle monsters by now, it wreaks havoc on her hardcase plating... but against her synthskin, it tingles and burns in entirely different ways.
<br><br>
$Player_alias takes $Enemy_damage HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Status Resistances">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
$Enemy_Article utterly douses Mio in its acid, the unfortunate Android bowled over by the tidal force. Completely submerged for a moment, she emerges utterly covered in the slime, which eats at her hardcase plating with zealous fervor and makes her synthskin ache and burne with unholy need. She desperately wipes at herself, trying to clean it off of her body, wincing and shuddering.
<br><br>
$Player_alias takes $Enemy_damage critical HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Status Resistances">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7 or $Enemy_dice is 8>>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('4d5')>>
<<include "Combat Enemy Base Attack">>
The Travesty raises his hands either side of his crystalized chest window, the shadowed figures writhing within suddenly glowing. One is obviously Mimi, but Mio doesn't recognize the silhouette of the other. Frankly, that's less important than the why of it all: the Travesty's eye glows brightly as it hijacks their powers and combines them, dark clouds with pink lightning swirling above Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! The lightning strike she dodges leaves behind pink, acrid smoke.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes, her attempted dodge earning her a pink lightning strike down her right side. The electrical surge is bad enough, but even worse is the magical payload attached to it: she stumbles from a sudden rush of intense pleasure in her head and body!
<br><br>
$Player_alias takes $Enemy_damage HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio lets out a high-pitched squealing gasp as a bolt of pink lightning slams into her sensor horn, an electrical surge frying her from head to toe. Worse still: it carries with it a heavy payload of lust magic, ripping through her senses and mind, flashes of terrible things and her own joyous reactions to them flashing through her head... before she feels them as phantom sensations through her body!
<br><br>
$Player_alias takes $Enemy_damage critical HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 9 or $Enemy_dice is 10>>
<<set $Enemy_damage_type to "unaspected">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_bonus to 100>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to +2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('3d7')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FFBD8A">"<b>What a stubborn thing you are. Perhaps you can be convinced by others...</b>"</span> the Travesty booms, crossing his arms and glaring down at Mio. The crystalline window into the monster's chest begins to glow, and with a sudden burst of light, so does his eye!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She looks away with a huff, an arm thrown across her eyes.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio recoils, but there's no physical attack. It's all in her head - but so, so vividly. The three women trapped within the monstrosity have their pleasures and fractured thoughts beamed directly into Mio's own, sharing them with her!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio staggers backwards and clutches her head, deafened by the internal cries and moans of the three women trapped within the massive brute. Unable to contain their pleasures, they spare her no mercy as their fucked-stupid joys seep into Mio's mind, as though their pleasures were her own.
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "sonic">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('3d6')>>
<<include "Combat Enemy Base Attack">>
The Travesty simply leans back with his arms crossed, single eye narrowed at Mio, anticipating something. Mio tenses up, feeling something rumbling through the ground!... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She leaps to the side as a flurry of tentacles erupts from the floor!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article cackles out cruelly as Mio is snagged from below by a sudden flurry of tentacles! Entangled in seconds, Mio huffs and growls as she pulls and tugs at them, a sharp gasp escaping her when a flattened tendril smacks between her legs and begins to vibrate furiously - so harshly that it threatens to jolt her apart! And, given where it is!... Mio has to resist crossing her eyes, her grip weakening as the wayward monster pulsates and swells around her. She barely shuts her eyes in time before it detonates, coating her in poisonous slop and leaving her drenched and more than a little bothered!
<br><br>
$Player_alias takes $Enemy_damage HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Status Resistances">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 125>>
$Enemy_Article roars with laughter at Mio's expense as a horde of tentacles lances from the floor and wrap around the poor Droid! They have her in such a tight grasp that one daringly darts between her legs and conforms to her groin, vibrating harshly, whilst another coils around her neck and silences her shocked yells by plugging her lips, pumping something sweet but certainly poisonous down her throat. As she struggles against sonic vibrations so harsh that they threaten to make her fall apart bolt-by-bolt, she feels the monster pulse and throb around her, swelling as it prepares to!... <b>SPLURT.</b> It explodes, sending her flying into the air in a geyser of poisonous purple slime; she lands heavily with a choking fit, shuddering and twitching as she attempts to stand back up.
<br><br>
$Player_alias takes $Enemy_damage critical HP and Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Status Resistances">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Travesty Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><span id="item-screen">[img[$WEAPONEXAMPLEUNDER_Icon]]<<nobr>>
BRAND <b>WEAPONEXAMPLE</b>
<br><br>
<b>Damage range:</b> 1d6 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_WEAPONEXAMPLEUNDER_Mod_2 is 1>>1<<else>>0<</if>> || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> WEAPONARCHETYPE || <b>Dam Type:</b> <span class="forcefulagiletricky">ForcefulAgileTricky</span>
<br>
<b>Element:</b> FILL || <b>Element 2:</b> FILL
<br>
<b>Modifier:</b> FILL || <b>Modifier 2:</b> FILL
<br>
<b>Mods:</b> <<if $W_WEAPONEXAMPLEUNDER_Mod_1 is 1>>(MODNAMEONE)<<else>><s>(MODNAMEONE)</s><</if>> || <<if $W_WEAPONEXAMPLEUNDER_Mod_2 is 1>>(MODNAMETWO)<<else>><s>(MODNAMETWO)</s><</if>> || <<if $W_WEAPONEXAMPLEUNDER_Mod_3 is 1>>(MODNAMETHREE)<<else>><s>(MODNAMETHREE)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>ATTACKONE</b> - ATTACKONEDESC <br>
<b>ATTACKTWO</b> - ATTACKTWODESC <br>
<b>ATTACKTHREE</b> - ATTACKTHREEDESC
<br><br>
DESCRIPTION1
<br><br>
<i>FLAVOURLORETEXT</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 110%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "WEAPONEXAMPLE Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $W_WEAPONEXAMPLEUNDER_Equipped is 0>>
<<set $Player_temp to 30>>
<<set $Shop_Item_Type to "ITEMTYPE">>
<<set $Shop_Item_Name to "WEAPONEXAMPLE">>
<<set $Weapon_Remove to "WEAPONEXAMPLE">>
<<set $Weapon_Remove_Position to $WEAPONEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $WEAPONEXAMPLEUNDER_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Weapon">>
<<set $WEAPONEXAMPLEUNDER_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Workshop is 1 and $Player_combat is 0 and $W_WEAPONEXAMPLEUNDER_Equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "WEAPONEXAMPLE Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s> - Unequip this before modifying it! Safety first.
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $W_WEAPONEXAMPLEUNDER_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Weapon_Remove to "WEAPONEXAMPLE">>
<<set $Weapon_Remove_Position to $WEAPONEXAMPLEUNDER_Position>>
<<include "Remove Weapon">>
<<set $WEAPONEXAMPLEUNDER_Position to 0>>
<<set $WEAPONEXAMPLEUNDER_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Weapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_W_Move to $WEAPONEXAMPLEUNDER_Position>>
<<include "Inventory Weapon Move Left">>
<<set $WEAPONEXAMPLEUNDER_Position to $I_W_Move>>
<</link>> || <<link "Move Right">>
<<set $I_W_Move to $WEAPONEXAMPLEUNDER_Position>>
<<include "Inventory Weapon Move Right">>
<<set $WEAPONEXAMPLEUNDER_Position to $I_W_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $W_WEAPONEXAMPLEUNDER_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $W_WEAPONEXAMPLEUNDER_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Main Weapon">>
<<set $W_WEAPONEXAMPLEUNDER_Equipped to 1>>
<<set $I_W_I_U to $WEAPONEXAMPLEUNDER_Equipped_Icon>>
<<set $I_W_P to $WEAPONEXAMPLEUNDER_Position>>
<<include "Weapon Icon Equip Changer">>
<<set $Player_weapon_main = "WEAPONEXAMPLE">>
<<set $Player_weapon_main_damage_type = "FILL">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "FILL">>
<<set $Player_weapon_main_damage_range = "1d6">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d6">>
<<set $Player_weapon_main_attack_type = "ForcefulAgileTricky">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $WSA_WEAPONABILITIES to 1>>
<<if $W_WEAPONEXAMPLEUNDER_Mod_1 is 1>>
MODEFFECT1
<</if>>
<<if $W_WEAPONEXAMPLEUNDER_Mod_2 is 1>>
MODEFFECT2
<</if>>
<<if $W_WEAPONEXAMPLEUNDER_Mod_3 is 1>>
MODEFFECT3
<</if>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "WEAPONEXAMPLE">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $W_WEAPONEXAMPLEUNDER_Equipped to 0>>
<<set $I_W_I_U to $WEAPONEXAMPLEUNDER_Icon>>
<<set $I_W_P to $WEAPONEXAMPLEUNDER_Position>>
<<include "Unequip Main Weapon">>
<<include "Weapon Icon Equip Changer">>
<<replace "#item-screen">><<include "WEAPONEXAMPLE">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
MODDINGINTRO
<br><br>
<<if $W_WEAPONEXAMPLEUNDER_Mod_1 is 1>>
A <b>MOD1</b> is installed, WHICHDOESTHEFOLLOWING
<<else>>
With the right parts, a <b>MOD1</b> could be INSTALLEDINORDERTO <b>DOTHIS</b>
<br>
<br>
This would require:
<br>
1 Bio (have $Player_crafting_bio),
1 Bits (have $Player_crafting_bits),
1 Chems (have $Player_crafting_chems),
1 Herbs (have $Player_crafting_herbs),
1 Mats (have $Player_crafting_mats),
1 Meds (have $Player_crafting_meds),
1 Tek (have $Player_crafting_tek)...
<br>
And 1 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 1 and $Player_crafting_herbs gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_meds gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 1>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_WEAPONEXAMPLEUNDER_Mod_1 to 1>>
<<dialog>>
MODINSTALLATIONTEXT
<br><br>
<<link "Return">>
<<dialog>>
<<include "WEAPONEXAMPLE">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 1 or $Player_crafting_chems < 1 or $Player_crafting_herbs < 1 or $Player_crafting_mats < 1 or $Player_crafting_meds < 1 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<hrt><hr></hrt> /* MOD NUMBER 2 */
<<if $W_WEAPONEXAMPLEUNDER_Mod_2 is 1>>
A <b>MOD2</b> is installed, WHICHDOESTHEFOLLOWING
<<else>>
With the right parts, a <b>MOD2</b> could be INSTALLEDINORDERTO <b>DOTHIS</b>
<br>
<br>
This would require:
<br>
1 Bio (have $Player_crafting_bio),
1 Bits (have $Player_crafting_bits),
1 Chems (have $Player_crafting_chems),
1 Herbs (have $Player_crafting_herbs),
1 Mats (have $Player_crafting_mats),
1 Meds (have $Player_crafting_meds),
1 Tek (have $Player_crafting_tek)...
<br>
And 1 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 1 and $Player_crafting_herbs gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_meds gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 1>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_WEAPONEXAMPLEUNDER_Mod_2 to 1>>
<<dialog>>
MODINSTALLATIONTEXT
<br><br>
<<link "Return">>
<<dialog>>
<<include "WEAPONEXAMPLE">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 1 or $Player_crafting_chems < 1 or $Player_crafting_herbs < 1 or $Player_crafting_mats < 1 or $Player_crafting_meds < 1 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<hrt><hr></hrt> /* MOD NUMBER 3 */
<<if $W_WEAPONEXAMPLEUNDER_Mod_3 is 1>>
A <b>MOD3</b> is installed, WHICHDOESTHEFOLLOWING
<<else>>
With the right parts, a <b>MOD3</b> could be INSTALLEDINORDERTO <b>DOTHIS</b>
<br>
<br>
This would require:
<br>
1 Bio (have $Player_crafting_bio),
1 Bits (have $Player_crafting_bits),
1 Chems (have $Player_crafting_chems),
1 Herbs (have $Player_crafting_herbs),
1 Mats (have $Player_crafting_mats),
1 Meds (have $Player_crafting_meds),
1 Tek (have $Player_crafting_tek)...
<br>
And 1 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 1 and $Player_crafting_herbs gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_meds gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Use these resources and install" $Crafting_Location>>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 1>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<set $W_WEAPONEXAMPLEUNDER_Mod_3 to 1>>
<<dialog>>
MODINSTALLATIONTEXT
<br><br>
<<link "Return">>
<<dialog>>
<<include "WEAPONEXAMPLE">>
<</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 1 or $Player_crafting_chems < 1 or $Player_crafting_herbs < 1 or $Player_crafting_mats < 1 or $Player_crafting_meds < 1 or $Player_crafting_tek < 1>>
<s>Install</s> -- Insufficient resources.
<<else>>
<s>Install</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Return">>
<<dialog>>
<<include "WEAPONEXAMPLE">>
<</dialog>>
<</link>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $WEAPONEXAMPLEUNDER_Icon>>
<<set $I_W_D_Temp to "WEAPONEXAMPLE">>
<<set $I_W_T_Temp to "WEAPONEXAMPLE">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $WEAPONEXAMPLEUNDER_Position to $I_W_P>>
<<set $WEAPONEXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>><span id="item-screen">[img[$SUBWEAPONEXAMPLEUNDER_Icon]]<<nobr>>
BRAND <b>SUBWEAPONEXAMPLE</b>
<br><br>
<b>Damage range:</b> 1d4 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 0 || <b>Pen</b> + 1
<br>
<b>Archetype:</b> WEAPONARCHETYPE || <b>Dam Type:</b> <span class="forcefulagiletricky">ForcefulAgileTricky</span>
<br>
<b>Element:</b> FILL || <b>Element 2:</b> FILL
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Special Attacks:</b> <br>
<b>ATTACKONE</b> - ATTACKONEDESC <br>
<b>ATTACKTWO</b> - ATTACKTWODESC <br>
<b>ATTACKTHREE</b> - ATTACKTHREEDESC
<br><br>
DESC1
<br><br>
<i>FLAVOUR1</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "SUBWEAPONEXAMPLE Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $SW_SUBWEAPONEXAMPLEUNDER_Equipped is 0>>
<<set $Player_temp to 15>>
<<set $Shop_Item_Type to "ITEMTYPE">>
<<set $Shop_Item_Name to "SUBWEAPONEXAMPLE">>
<<set $Subweapon_Remove to "SUBWEAPONEXAMPLE">>
<<set $Subweapon_Remove_Position to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $SUBWEAPONEXAMPLEUNDER_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Subweapon">>
<<set $SUBWEAPONEXAMPLEUNDER_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $SW_SUBWEAPONEXAMPLEUNDER_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Subweapon_Remove to "SUBWEAPONEXAMPLE">>
<<set $Subweapon_Remove_Position to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Remove Subweapon">>
<<set $SUBWEAPONEXAMPLE_Position to 0>>
<<set $SUBWEAPONEXAMPLE_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Subweapon_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_SW_Move to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Inventory Subweapon Move Left">>
<<set $SUBWEAPONEXAMPLEUNDER_Position to $I_SW_Move>>
<</link>> || <<link "Move Right">>
<<set $I_SW_Move to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Inventory Subweapon Move Right">>
<<set $SUBWEAPONEXAMPLEUNDER_Position to $I_SW_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and $SW_SUBWEAPONEXAMPLEUNDER_Equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if $SW_SUBWEAPONEXAMPLEUNDER_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Subweapon">>
<<set $SW_SUBWEAPONEXAMPLEUNDER_Equipped to 1>>
<<set $I_SW_I_U to $SUBWEAPONEXAMPLEUNDER_Equipped_Icon>>
<<set $I_SW_P to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Subweapon Icon Equip Changer">>
<<set $Player_weapon_sub = "Freqblade">>
<<set $Player_weapon_sub_damage_type = "FILL">>
<<set $Player_weapon_sub_damage_type_2 = "FILL">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "SUBWEAPONARCHETYPE">>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "ForcefulAgileTricky">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 1>>
<<set $swSA_SPECIALATTACK to 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "SUBWEAPONEXAMPLE">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $SW_SUBWEAPONEXAMPLEUNDER_Equipped to 0>>
<<set $I_SW_I_U to $SUBWEAPONEXAMPLEUNDER_Icon>>
<<set $I_SW_P to $SUBWEAPONEXAMPLEUNDER_Position>>
<<include "Unequip Subweapon">>
<<include "Subweapon Icon Equip Changer">>
<<replace "#item-screen">><<include "SUBWEAPONEXAMPLE">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<set $I_SW_Temp to $SUBWEAPONEXAMPLEUNDER_Icon>>
<<set $I_SW_D_Temp to "SUBWEAPONEXAMPLE">>
<<set $I_SW_T_Temp to "SUBWEAPONEXAMPLE">>
<<include "Pickup Subweapon">>
<<if $Inventory_sw_full is 1>>
<<dialog>>$Player_alias cannot carry any more subweapons!<</dialog>>
<<else>>
<<set $SUBWEAPONEXAMPLEUNDER_Position to $I_SW_P>>
<<set $SUBWEAPONEXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>><span id="item-screen">[img[$ARMOUREXAMPLEUNDER_Icon]]<<nobr>>
BRAND <b>ARMOUREXAMPLE</b>
<br><br>
<b>Defense:</b> + 1 || <b>Dodge:</b> + 0 || <b>Shield:</b> + 0
<br>
<b>Sex Appeal</b>: + 1 || <b>Intimidation</b>: + 1
<br>
<b>Specs:</b> + Blunt def, + Acid def
<br><br>
DESC1
<br><br>
<i>FLAVOUR1</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "ARMOUREXAMPLE Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $A_ARMOUREXAMPLEUNDER_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "ITEMTYPE">>
<<set $Shop_Item_Name to "ARMOUREXAMPLE">>
<<set $Armour_Remove to "ARMOUREXAMPLE">>
<<set $Armour_Remove_Position to $ARMOUREXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $ARMOUREXAMPLEUNDER_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Armour">>
<<set $ARMOUREXAMPLEUNDER_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $A_ARMOUREXAMPLEUNDER_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Armour_Remove to "ARMOUREXAMPLE">>
<<set $Armour_Remove_Position to $ARMOUREXAMPLEUNDER_Position>>
<<include "Remove Armour">>
<<set $ARMOUREXAMPLEUNDER_Position to 0>>
<<set $ARMOUREXAMPLEUNDER_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Armour_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_A_Move to $ARMOUREXAMPLEUNDER_Position>>
<<include "Inventory Armour Move Left">>
<<set $ARMOUREXAMPLEUNDER_Position to $I_A_Move>>
<</link>> || <<link "Move Right">>
<<set $I_A_Move to $ARMOUREXAMPLEUNDER_Position>>
<<include "Inventory Armour Move Right">>
<<set $ARMOUREXAMPLEUNDER_Position to $I_A_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $A_ARMOUREXAMPLEUNDER_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Armour">>
<<set $A_ARMOUREXAMPLEUNDER_Equipped to 1>>
<<set $I_A_I_U to $ARMOUREXAMPLEUNDER_Equipped_Icon>>
<<set $I_A_P to $ARMOUREXAMPLEUNDER_Position>>
<<include "Armour Icon Equip Changer">>
<<set $Player_armour to "ARMOURSHORT">>
<<set $Player_armour_verbose to "ARMOURVERBOSE">>
<<set $Player_armour_description to "ARMOURFULLDESC">>
<<set $Player_armour_on = 1>>
<<set $Player_armour_defence = 1>>
<<set $Player_armour_dodge = 0>>
<<set $Player_shield_armour = 0>>
<<set $Player_armour_sexy = 1>>
<<set $Player_armour_badass = 1>>
<<set $Player_armour_blunt = 1>>
<<set $Player_armour_acid = 1>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "ARMOUREXAMPLE">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $A_ARMOUREXAMPLEUNDER_Equipped to 0>>
<<set $I_A_I_U to $ARMOUREXAMPLEUNDER_Icon>>
<<set $I_A_P to $ARMOUREXAMPLEUNDER_Position>>
<<include "Unequip Armour">>
<<include "Armour Icon Equip Changer">>
<<replace "#item-screen">><<include "ARMOUREXAMPLE">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<set $I_A_Temp to $ARMOUREXAMPLEUNDER_Icon>>
<<set $I_A_D_Temp to "ARMOUREXAMPLE">>
<<set $I_A_T_Temp to "ARMOUREXAMPLE">>
<<include "Pickup Armour">>
<<if $Inventory_a_full is 1>>
<<dialog>>$Player_alias cannot carry any more armours!<</dialog>>
<<else>>
<<set $ARMOUREXAMPLEUNDER_Position to $I_A_P>>
<<set $ARMOUREXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>><span id="item-screen">[img[$ACCESSORYEXAMPLEUNDER_Icon]]<<nobr>>
Brand <b>ACCESSORYEXAMPLE</b>
<br><br>
<b>Specs:</b> + ACCESSORYBONUS
<br><br>
Desc1
<br><br>
<i>Flavour1</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "ACCESSORYEXAMPLE Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $AC_ACCESSORYEXAMPLEUNDER_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "ITEMTYPE">>
<<set $Shop_Item_Name to "ACCESSORYEXAMPLE">>
<<set $Accessory_Remove to "ACCESSORYEXAMPLE">>
<<set $Accessory_Remove_Position to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $ACCESSORYEXAMPLEUNDER_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Accessory">>
<<set $ACCESSORYEXAMPLEUNDER_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $AC_ACCESSORYEXAMPLEUNDER_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "ACCESSORYEXAMPLE">>
<<set $Accessory_Remove_Position to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Remove Accessory">>
<<set $ACCESSORYEXAMPLEUNDER_Position to 0>>
<<set $ACCESSORYEXAMPLEUNDER_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Inventory Accessory Move Left">>
<<set $ACCESSORYEXAMPLEUNDER_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Inventory Accessory Move Right">>
<<set $ACCESSORYEXAMPLEUNDER_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $CL_CLOTHINGEXAMPLEUNDER_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Clothing">>
<<set $CL_CLOTHINGEXAMPLEUNDER_Equipped to 1>>
<<set $I_CL_I_U to $CLOTHINGEXAMPLEUNDER_Equipped_Icon>>
<<set $I_CL_P to $CLOTHINGEXAMPLEUNDER_Position>>
<<include "Clothing Icon Equip Changer">>
<<set $Player_outfit = "DESCSMALL">>
<<set $Player_outfit_on = "yes">>
<<set $Player_outfit_sexy = 1>>
<<set $Player_outfit_badass = 2>>
<<set $Player_outfit_description = "SIXTOEIGHTLINEDESC">>
<<set $Player_outfit_top = "DESCTOP">>
<<set $Player_outfit_bottom = "DESCBOTTOM">>
<<set $Player_outfit_legs = "DESCLEGS">>
<<set $Player_outfit_boots = "DESCFEET">>
<<set $Player_outfit_arms = "DESCARMS">>
<<set $Player_outfit_gloves = "DESCHANDS">>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "CLOTHINGEXAMPLE">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $CL_CLOTHINGEXAMPLEUNDER_Equipped to 0>>
<<set $I_CL_I_U to $CLOTHINGEXAMPLEUNDER_Icon>>
<<set $I_CL_P to $CLOTHINGEXAMPLEUNDER_Position>>
<<include "Unequip Clothing">>
<<include "Clothing Icon Equip Changer">>
<<replace "#item-screen">><<include "CLOTHINGEXAMPLE">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<set $I_CL_Temp to $CLOTHINGEXAMPLEUNDER_Icon>>
<<set $I_CL_D_Temp to "CLOTHINGEXAMPLE">>
<<set $I_CL_T_Temp to "CLOTHINGEXAMPLE">>
<<include "Pickup Accessory">>
<<if $Inventory_cl_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $CLOTHINGEXAMPLEUNDER_Position to $I_CL_P>>
<<set $CLOTHINGEXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>><span id="item-screen">[img[$TALE_Device_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
<b>TALE Device</b>
<br><br>
<b>Specs:</b> +1 Accuracy Bonus
<br><br>
The TALE is a shoulder-mounted unit that consists of a slender and flexible mechanical arm terminating in a mount for a laser sight. Upon connecting with a target, it feeds relevant information to the user, measuring distance, temperature and, most importantly, painting a big red glowing light to shoot at.
<br><br>
It stands for Target Acquisition Laser Emitter. However, given that 'Laser' is actually an acronym for 'Light Amplification by Stimulated Emission of Radiation', the terminally pedantic have signed multiple petitions to have its name changed to TALASERE.
<br><br>
At least one such pedant must have operated this particular example of the device at some point in the past, for the surface-level etching of 'TALE' has been defaced - poorly - to read 'TALASERE' instead.
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "TALE Device Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $AC_TALE_Device_Equipped is 0>>
<<set $Player_temp to 20>>
<<set $Shop_Item_Type to "Accessory">>
<<set $Shop_Item_Name to "TALE Device">>
<<set $Accessory_Remove to "TALE Device">>
<<set $Accessory_Remove_Position to $TALE_Device_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $TALE_Device_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Accessory">>
<<set $TALE_Device_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold. $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $AC_TALE_Device_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "TALE Device">>
<<set $Accessory_Remove_Position to $TALE_Device_Position>>
<<include "Remove Accessory">>
<<set $TALE_Device_Position to 0>>
<<set $TALE_Device_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $TALE_Device_Position>>
<<include "Inventory Accessory Move Left">>
<<set $TALE_Device_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $TALE_Device_Position>>
<<include "Inventory Accessory Move Right">>
<<set $TALE_Device_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $AC_ACCESSORYEXAMPLEUNDER_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_ACCESSORYEXAMPLEUNDER_Equipped to 1>>
<<set $I_AC_I_U to $ACCESSORYEXAMPLEUNDER_Equipped_Icon>>
<<set $I_AC_P to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "NAMEDESCRIPTION">>
<<set $Player_accessory_fire = 1>>--THIS IS AN EXAMPLE
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "ACCESSORYEXAMPLE">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_ACCESSORYEXAMPLEUNDER_Equipped to 0>>
<<set $I_AC_I_U to $ACCESSORYEXAMPLEUNDER_Icon>>
<<set $I_AC_P to $ACCESSORYEXAMPLEUNDER_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "ACCESSORYEXAMPLE">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<set $I_AC_Temp to $ACCESSORYEXAMPLEUNDER_Icon>>
<<set $I_AC_D_Temp to "ACCESSORYEXAMPLE">>
<<set $I_AC_T_Temp to "ACCESSORYEXAMPLE">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $ACCESSORYEXAMPLEUNDER_Position to $I_AC_P>>
<<set $ACCESSORYEXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>>[img[$ITEMEXAMPLEUNDER_Icon]]<<nobr>>
<br>ITEMEXAMPLE | $C_ITEMEXAMPLEUNDER in possession
<br><br>
<b>Type:</b> ITEMTYPEHEALINGCOMBATETC || <b>Usage:</b> UNIVERSALCOMBATORSAFE
<br><br>
DESC1
<br><br>
<i>FLAVOUR1</i>
<br><br>
SETUPOFCODESHOULDGOHERE_HEALKEPTASEXAMPLE
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div>
<div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
ITEMUSAGEDESC1
<br><br>
ITEMUSAGEDESC2
<</dialog>>
<<set $Consumable_Update_Position to $ITEMEXAMPLEUNDER_Position>>
<<include "Remove Consumable">>
<<set $Shop_Stack to 1>>
<<set $C_ITEMEXAMPLEUNDER to $C_ITEMEXAMPLEUNDER - 1>>
<<if $C_ITEMEXAMPLEUNDER lte 0>>
<<set $ITEMEXAMPLEUNDER_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable ITEMEXAMPLE]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $ITEMEXAMPLEUNDER_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_ITEMEXAMPLEUNDER to $C_ITEMEXAMPLEUNDER - 1>>
<<if $C_ITEMEXAMPLEUNDER lte 0>>
<<set $ITEMEXAMPLEUNDER_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
SETUPOFCODESHOULDGOHERE_HEALKEPTASEXAMPLE
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $ITEMEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Left">>
<<set $ITEMEXAMPLEUNDER_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $ITEMEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Right">>
<<set $ITEMEXAMPLEUNDER_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "FILLTHISITEMTYPE">>
<<set $Shop_Item_Name to "ITEMEXAMPLE">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "COLLECTIVEOFITEMEXAMPLE">>
<</if>>
<<set $Consumable_Remove to "ITEMEXAMPLE">>
<<set $Consumable_Remove_Position to $ITEMEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $ITEMEXAMPLEUNDER_Position>>
<<include "Remove Consumable">>
<<set $C_ITEMEXAMPLEUNDER to $C_ITEMEXAMPLEUNDER - $Shop_Stack>>
<<if $C_ITEMEXAMPLEUNDER is 0>>
<<set $ITEMEXAMPLEUNDER_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_EXAMPLEUNDER>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $ITEMEXAMPLEUNDER_Position>>
<<if $C_ITEMEXAMPLEUNDER is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $ITEMEXAMPLEUNDER_Icon>>
<<set $I_C_D_Temp to "ITEMEXAMPLE">>
<<set $I_C_T_Temp to "ITEMEXAMPLE">>
<<set $I_C_S_Temp to 1>>
<<if $C_ITEMEXAMPLEUNDER is 0>><<include "Pickup Consumable">><<else>><<include "Add Consumable">><</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $ITEMEXAMPLEUNDER_Position to $I_C_P>>
<<set $C_ITEMEXAMPLEUNDER to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
HONESTLY THIS ONE'S KIND OF DIFFICULT TO SUM UP AS A TEMPLATE, IT'S JUST AN ATTACK SHOVED INTO THE ITEM PASSAGE FRAMEWORK. SAID ATTACK OR ACTION SHOULD REPLACE THIS TEXT.
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$KEYITEMEXAMPLEUNDER_Icon]]
KEYITEMEXAMPLE
DESC1
DESC2
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<link "Move Left">>
<<set $I_K_Move to $KEYITEMEXAMPLEUNDER_Position>>
<<include "Inventory Key Item Move Left">>
<<set $KEYITEMEXAMPLEUNDER_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $KEYITEMEXAMPLEUNDER_Position>>
<<include "Inventory Key Item Move Right">>
<<set $KEYITEMEXAMPLEUNDER_Position to $I_K_Move>>
<</link>>
</div><</nobr>><<nobr>>
<<set $I_K_Temp to $KEYITEMEXAMPLEUNDER_Icon>>
<<set $I_K_D_Temp to "KEYITEMEXAMPLE">>
<<set $I_K_T_Temp to "KEYITEMEXAMPLE">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $KEYITEMEXAMPLEUNDER_Position to $I_K_P>>
<<set $KEYITEMEXAMPLEUNDER_Location to "Player">>
<</if>>
<</nobr>><<nobr>><<set $I_A_Temp to $Security_Armour_Overlay_Icon>>
<<set $I_A_D_Temp to "Security Armour Overlay">>
<<set $I_A_T_Temp to "Security Armour Overlay">>
<<include "Pickup Armour">>
<<if $Inventory_a_full is 1>>
<<dialog>>$Player_alias cannot carry any more armours!<</dialog>>
<<else>>
<<set $Security_Armour_Overlay_Position to $I_A_P>>
<<set $Security_Armour_Overlay_Location to "Player">>
<</if>><</nobr>><span id="item-screen">[img[$Reactive_Biosuit_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
TentaCo <b>Reactive Biosuit</b>
<br><br>
<b>Defense:</b> + 1 || <b>Dodge:</b> + 2 || <b>Shield:</b> + 5
<br>
<b>Sex Appeal</b>: + 3 || <b>Intimidation</b>: + 2
<br>
<b>Specs:</b> + Piercing def, + Acid def, + Poison Def, + Poison status resist, + Soft status resist
- Slashing def, - Heat def, - Burning status resist, - Charm status resist
<br><br>
An experimental biomechanical armoured suit, this must be a prototype. It doesn't quite cover the entire body, which is handy for Mio: she can just about squeeze her hardcase limbs into it, the open, tendon-like sections conforming to her unique anatomy without a problem. Now, if only the obsidian-slick purple substance would stop <b>squeezing</b> her, erm, <b><i>everything.</i></b> the good news is that she can feel the suit pulling her as she moves, increasing her reaction times. A glowing pink organic core upon the chest - overlaid upon her own - even seems to be naturally projecting a shield!
<br><br>
<i>"We're on round 12 of testing the TTPM x3: no major revisions this time, except for multiple requests to make it grope the user's ass less. We counter: has your ass ever looked better than in the sculpted grip of this biosuit?! Thought not."</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Reactive Biosuit Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $A_Reactive_Biosuit_Equipped is 0>>
<<set $Player_temp to 40>>
<<set $Shop_Item_Type to "Armour">>
<<set $Shop_Item_Name to "Reactive Biosuit">>
<<set $Armour_Remove to "Reactive Biosuit">>
<<set $Armour_Remove_Position to $Reactive_Biosuit_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Reactive_Biosuit_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Armour">>
<<set $Reactive_Biosuit_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $A_Reactive_Biosuit_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Armour_Remove to "Reactive Biosuit">>
<<set $Armour_Remove_Position to $Reactive_Biosuit_Position>>
<<include "Remove Armour">>
<<set $Reactive_Biosuit_Position to 0>>
<<set $Reactive_Biosuit_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Armour_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_A_Move to $Reactive_Biosuit_Position>>
<<include "Inventory Armour Move Left">>
<<set $Reactive_Biosuit_Position to $I_A_Move>>
<</link>> || <<link "Move Right">>
<<set $I_A_Move to $Reactive_Biosuit_Position>>
<<include "Inventory Armour Move Right">>
<<set $Reactive_Biosuit_Position to $I_A_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $A_Reactive_Biosuit_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Armour">>
<<set $A_Reactive_Biosuit_Equipped to 1>>
<<set $I_A_I_U to $Reactive_Biosuit_Equipped_Icon>>
<<set $I_A_P to $Reactive_Biosuit_Position>>
<<include "Armour Icon Equip Changer">>
<<set $Player_armour to "reactive biosuit">>
<<set $Player_armour_verbose to "writhing, slick, living armour">>
<<set $Player_armour_description to "Mio is protected by a reactive biosuit - a prototype biomechanical armour system. It consists of a visibly living, pulsating obsidian-purple substance, slick and shiny in texture, which covers her torso like a leotard but separates into open, tendon-like strings down the arms and legs before ending in clawed gloves and boots. It's conforming well to her hardcase limbs, but exceptionally well to her softcase body... too well, in fact. Despite the protection it offers physically - including a natural energy shield stemming from the glowing, heart-shaped pink core laid over Mio's chest! - it gropes and squeezes her constantly, leaving absolutely nothing to the imagination as it sculpts itself around her Gynoid assets.">>
<<set $Player_armour_on = 1>>
<<set $Player_armour_defence = 1>>
<<set $Player_armour_dodge = 2>>
<<set $Player_shield_armour = 5>>
<<set $Player_armour_sexy = 4>>
<<set $Player_armour_badass = 2>>
<<set $Player_armour_piercing = 1>>
<<set $Player_armour_acid = 1>>
<<set $Player_armour_poison = 1>>
<<set $Player_armour_slashing = -1>>
<<set $Player_armour_fire = -1>>
<<set $Player_poison_resist_armour = 25>>
<<set $Player_soft_resist_armour = 25>>
<<set $Player_charm_resist_armour = -25>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Reactive Biosuit">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $A_Reactive_Biosuit_Equipped to 0>>
<<set $I_A_I_U to $Reactive_Biosuit_Icon>>
<<set $I_A_P to $Reactive_Biosuit_Position>>
<<include "Unequip Armour">>
<<include "Armour Icon Equip Changer">>
<<replace "#item-screen">><<include "Reactive Biosuit">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>><<set $I_A_Temp to $Reactive_Biosuit_Icon>>
<<set $I_A_D_Temp to "Reactive Biosuit">>
<<set $I_A_T_Temp to "Reactive Biosuit">>
<<include "Pickup Armour">>
<<if $Inventory_a_full is 1>>
<<dialog>>$Player_alias cannot carry any more armours!<</dialog>>
<<else>>
<<set $Reactive_Biosuit_Position to $I_A_P>>
<<set $Reactive_Biosuit_Location to "Player">>
<</if>><</nobr>><span id="item-screen">[img[$Starslave_Bikini_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Star/Whore <b>Starslave Bikini</b>
<br><br>
<b>Sex Appeal</b>: + 4 || <b>Intimidation</b>: - 1
<br><br>
Mio would rather throw this thing out of an airlock, but here it is. A ridiculous micro-bikini in regal pastel purple, with 'gold' trim around the pathetically tiny cups and absurdly slim thong. Slender chains act as straps and connect the two pieces together through daring dances crisscrossing over the stomach, with a pair of arm straps beneath each shoulder linked in the same way to silken wristlets chained to dainty, last-knuckle finger rings; likewise, triple thigh straps are linked to toeless short-stockings. The arm and leg decor is... incredibly incompatible with Mio's hardcase limbs, but on the 'brightside'? The heavy 'slave' collar with a shiny fake emerald in the center of the choker fits just perfectly around her head connection port. Woo.
<br><br>
<i>"Voted Star/Whore's most popular product a whole decade running! Now comes in triple-breasted and multi-armed variations."</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Starslave Bikini Equip">>
<</if>>
</span>
||
<<if $Player_combat is 0 and $CL_Starslave_Bikini_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Clothing_Remove to "Starslave Bikini">>
<<set $Clothing_Remove_Position to $Starslave_Bikini_Position>>
<<include "Remove Clothing">>
<<set $Starslave_Bikini_Position to 0>>
<<set $Starslave_Bikini_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Clothing_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_CL_Move to $Starslave_Bikini_Position>>
<<include "Inventory Clothing Move Left">>
<<set $Starslave_Bikini_Position to $I_CL_Move>>
<</link>> || <<link "Move Right">>
<<set $I_CL_Move to $Starslave_Bikini_Position>>
<<include "Inventory Clothing Move Right">>
<<set $Starslave_Bikini_Position to $I_CL_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $CL_Starslave_Bikini_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Clothing">>
<<set $CL_Starslave_Bikini_Equipped to 1>>
<<set $I_CL_I_U to $Starslave_Bikini_Equipped_Icon>>
<<set $I_CL_P to $Starslave_Bikini_Position>>
<<include "Clothing Icon Equip Changer">>
<<set $Player_outfit = "space bikini">>
<<set $Player_outfit_on = "yes">>
<<set $Player_outfit_sexy = 4>>
<<set $Player_outfit_badass = -1>>
<<set $Player_outfit_description = "Mio is wearing a 'Starslave' bikini: an ornate piece of bedroom attire consisting of pastel-purple silks, gold trim, plenty of jingling chains and a sturdy, emerald-decorated collar. Everything about the outfit is designed to demean and enhance in equal measure, with the way it clings tightly around her chest and forces each breast to squash around the downright microscopic cups, or the way that thong is so slim but still somehow rides right up her ass. Despite this snugness, it's remarkably stretchy: illfitting though they may be, Mio was able to get the silken arm and leg straps into place, along with their dancing chains linking them to wristlets and short-leggings alike. As an aside, Mio feels strongly like screaming.">>
<<set $Player_outfit_top = "absurdly tight and micro-cupped bikini top">>
<<set $Player_outfit_bottom = "daringly slender bikini-thong">>
<<set $Player_outfit_legs = "silk-strapped legs">>
<<set $Player_outfit_boots = "silk-hugged feet">>
<<set $Player_outfit_arms = "silk-strapped arms">>
<<set $Player_outfit_gloves = "slave-decorated hands">>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Starslave Bikini">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $CL_Starslave_Bikini_Equipped to 0>>
<<set $I_CL_I_U to $Starslave_Bikini_Icon>>
<<set $I_CL_P to $Starslave_Bikini_Position>>
<<include "Unequip Clothing">>
<<include "Clothing Icon Equip Changer">>
<<replace "#item-screen">><<include "Starslave Bikini">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>><<set $I_CL_Temp to $Starslave_Bikini_Icon>>
<<set $I_CL_D_Temp to "Starslave Bikini">>
<<set $I_CL_T_Temp to "Starslave Bikini">>
<<include "Pickup Clothing">>
<<if $Inventory_cl_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Starslave_Bikini_Position to $I_CL_P>>
<<set $Starslave_Bikini_Location to "Player">>
<</if>><</nobr>><<nobr>><<set $I_AC_Temp to $TALE_Device_Icon>>
<<set $I_AC_D_Temp to "TALE Device">>
<<set $I_AC_T_Temp to "TALE Device">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $TALE_Device_Position to $I_AC_P>>
<<set $TALE_Device_Location to "Player">>
<</if>><</nobr>><span id="item-screen">[img[$Security_Uniform_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
TentaCo <b>Security Uniform</b>
<br><br>
<b>Sex Appeal</b>: + 1 || <b>Intimidation</b>: + 3
<br><br>
A simple security uniform in a mixture of charcoal-toned grays and soft blacks. Mio will have to forgo the well-laced combat boots, but the rest should just about fit; a pair of charcoal pants that sit snug upon the hips thanks to a belt with pouches either side, a high-collared long-sleeved shirt with padded wristbands, and a darker vest worn over that. The only thing that makes it obvious TentaCo is how remarkably... snug, everything fits.
<br><br>
<i>Made primarily with silks spun from a genetically-engineered strain of the Ribbon Worm, these uniforms are incredibly easy to clean; handy for life aboard a tentacle research facility.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Security Uniform Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $CL_Security_Uniform_Equipped is 0>>
<<set $Player_temp to 15>>
<<set $Shop_Item_Type to "Clothing">>
<<set $Shop_Item_Name to "Security Uniform">>
<<set $Clothing_Remove to "Security Uniform">>
<<set $Clothing_Remove_Position to $Security_Uniform_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Security_Uniform_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Clothing">>
<<set $Security_Uniform_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $CL_Security_Uniform_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Clothing_Remove to "Security Uniform">>
<<set $Clothing_Remove_Position to $Security_Uniform_Position>>
<<include "Remove Clothing">>
<<set $Security_Uniform_Position to 0>>
<<set $Security_Uniform_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Clothing_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_CL_Move to $Security_Uniform_Position>>
<<include "Inventory Clothing Move Left">>
<<set $Security_Uniform_Position to $I_CL_Move>>
<</link>> || <<link "Move Right">>
<<set $I_CL_Move to $Security_Uniform_Position>>
<<include "Inventory Clothing Move Right">>
<<set $Security_Uniform_Position to $I_CL_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $CL_Security_Uniform_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Clothing">>
<<set $CL_Security_Uniform_Equipped to 1>>
<<set $I_CL_I_U to $Security_Uniform_Equipped_Icon>>
<<set $I_CL_P to $Security_Uniform_Position>>
<<include "Clothing Icon Equip Changer">>
<<set $Player_outfit = "security uniform">>
<<set $Player_outfit_on = "yes">>
<<set $Player_outfit_sexy = 1>>
<<set $Player_outfit_badass = 2>>
<<set $Player_outfit_description = "Mio is wearing one of the facility's security uniforms, made in-house by TentaCo. Thankfully, it isn't alive. It's actually remarkably comfy: at least, where it's around her softcase torso, as opposed to clunkily wrapped around her armoured limbs. It's tight, but not restrictive, conforming to her body snugly. It consists of charcoal pants that sit upon the hips with a two-pouched belt, a lighter gray work shirt with long sleeves and padded wrists, and a black vest atop that. No armour is included; this is merely the uniform. Oddly, it isn't marked by a company logo.">>
<<set $Player_outfit_top = "tight, long-sleeved work shirt and vest">>
<<set $Player_outfit_bottom = "hip-hugging charcoal pants">>
<<set $Player_outfit_legs = "trousered legs">>
<<set $Player_outfit_boots = "armored feet">>
<<set $Player_outfit_arms = "sleeve-clad arms">>
<<set $Player_outfit_gloves = "bare hands">>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Security Uniform">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $CL_Security_Uniform_Equipped to 0>>
<<set $I_CL_I_U to $Security_Uniform_Icon>>
<<set $I_CL_P to $Security_Uniform_Position>>
<<include "Unequip Clothing">>
<<include "Clothing Icon Equip Changer">>
<<replace "#item-screen">><<include "Security Uniform">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>><<set $I_CL_Temp to $Security_Uniform_Icon>>
<<set $I_CL_D_Temp to "Security Uniform">>
<<set $I_CL_T_Temp to "Security Uniform">>
<<include "Pickup Clothing">>
<<if $Inventory_cl_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Security_Uniform_Position to $I_CL_P>>
<<set $Security_Uniform_Location to "Player">>
<</if>><</nobr>><<nobr>><<set $I_AC_Temp to $Fang_Necklace_Icon>>
<<set $I_AC_D_Temp to "Fang Necklace">>
<<set $I_AC_T_Temp to "Fang Necklace">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Fang_Necklace_Position to $I_AC_P>>
<<set $Fang_Necklace_Location to "Player">>
<</if>><</nobr>><<nobr>>
<<if $AC_Fang_Necklace_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_Fang_Necklace_Equipped to 1>>
<<set $I_AC_I_U to $Fang_Necklace_Equipped_Icon>>
<<set $I_AC_P to $Fang_Necklace_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "fang necklace">>
<<set $Player_dice_bonus_accessory = 2>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Fang Necklace">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_Fang_Necklace_Equipped to 0>>
<<set $I_AC_I_U to $Fang_Necklace_Icon>>
<<set $I_AC_P to $Fang_Necklace_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "Fang Necklace">><</replace>>
<</link>>
<</if>>
<</nobr>><span id="item-screen">[img[$Fang_Necklace_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Isolde's <b>Fang Necklace</b>
<br><br>
<b>Specs:</b> +2 Crit chance bonus
<br><br>
A large, gleaming fang - about the length of Mio's index finger and thicker still - set into a silver base and looped with simple but sturdy cord to form a necklace. Who - or what - the fang belonged to is unknown, but Isolde clearly regards it fondly, and must have a lot of respect for Mio to give it to her, even if only to borrow. Mio feels a strange pulse of predatory instinct in the back of her code-hewn mind when she wears it.
<br><br>
<i>"Give 'em hell, Warmachine."</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Fang Necklace Equip">>
<</if>>
</span>
||
<<if $Player_combat is 0 and $AC_Fang_Necklace_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "Fang Necklace">>
<<set $Accessory_Remove_Position to $Fang_Necklace_Position>>
<<include "Remove Accessory">>
<<set $Fang_Necklace_Position to 0>>
<<set $Fang_Necklace_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $Fang_Necklace_Position>>
<<include "Inventory Accessory Move Left">>
<<set $Fang_Necklace_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $Fang_Necklace_Position>>
<<include "Inventory Accessory Move Right">>
<<set $Fang_Necklace_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><span id="item-screen">[img[$Obsidian_Ring_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
Iziria's <b>Obsidian Ring</b>
<br><br>
<b>Specs:</b> +2 damage bonus, +5 shield points
<br><br>
A slender ring forged of a coil of obsidian, smooth on the inside but rougher on the outside - thankfully, it's far from sharp enough to cause accidental injury. Atop the ring is a rich purple gemlet which glows with obviously unnatural energies. When wearing it, Mio feels a strange force protecting her... and damning her enemies.
<br><br>
<i>"Just don't lose it, dear visitor. Or I'll have to forge a new one from whatever metal happens to be closest to hand...~"</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Obsidian Ring Equip">>
<</if>>
</span>
||
<<if $Player_combat is 0 and $AC_Obsidian_Ring_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "Obsidian Ring">>
<<set $Accessory_Remove_Position to $Obsidian_Ring_Position>>
<<include "Remove Accessory">>
<<set $Obsidian_Ring_Position to 0>>
<<set $Obsidian_Ring_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $Obsidian_Ring_Position>>
<<include "Inventory Accessory Move Left">>
<<set $Obsidian_Ring_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $Obsidian_Ring_Position>>
<<include "Inventory Accessory Move Right">>
<<set $Obsidian_Ring_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $AC_Obsidian_Ring_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_Obsidian_Ring_Equipped to 1>>
<<set $I_AC_I_U to $Obsidian_Ring_Equipped_Icon>>
<<set $I_AC_P to $Obsidian_Ring_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "obsidian ring">>
<<set $Player_damage_accessory = 2>>
<<set $Player_shield_accessory to 5>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Obsidian Ring">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_Obsidian_Ring_Equipped to 0>>
<<set $I_AC_I_U to $Obsidian_Ring_Icon>>
<<set $I_AC_P to $Obsidian_Ring_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "Obsidian Ring">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>><<set $I_AC_Temp to $Obsidian_Ring_Icon>>
<<set $I_AC_D_Temp to "Obsidian Ring">>
<<set $I_AC_T_Temp to "Obsidian Ring">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Obsidian_Ring_Position to $I_AC_P>>
<<set $Obsidian_Ring_Location to "Player">>
<</if>><</nobr>><span id="item-screen">[img[$Gas_Mask_Icon]]<<if $("#drop_replace").length>><<else>><<set $Drop_Block to 1>><</if>><<nobr>>
<b>Gas Mask</b>
<br><br>
<b>Specs:</b> + Poison resist, + Poison (status) resist
<br><br>
A simple lower-face respirator style gas mask. While it lacks eye protection, the filters seem to be intact and of a grade suitable for blocking the smog filtrating its way through the facility... though it gathers thickly enough upon the vents that it can scraped away with the brush of a finger. <i>Ew.</i> It should provide ample protection from toxins - at least, those that function through infiltration of respiratory systems.
<br><br>
<i>-- Rated 'Just about good enough mostly' for the specific role of dealing with wayward tentacle monsters.</i>
<b><br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 120%;'>
<br><br>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Gas Mask Equip">>
<</if>>
</span>
||
<<if $Shop is 1 and $Player_combat is 0 and $AC_Gas_Mask_Equipped is 0>>
<<set $Player_temp to 15>>
<<set $Shop_Item_Type to "Accessory">>
<<set $Shop_Item_Name to "Gas Mask">>
<<set $Accessory_Remove to "Gas Mask">>
<<set $Accessory_Remove_Position to $Gas_Mask_Position>>
<<include "Sell Item Pre">>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<unset $Gas_Mask_Location>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<include "Remove Accessory">>
<<set $Gas_Mask_Position to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>> -- Sell for $Player_temp $gold.
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
||
<<if $Player_combat is 0 and $AC_Gas_Mask_Equipped is 0>>
<<if $Drop_Block is 1>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Accessory_Remove to "Gas Mask">>
<<set $Accessory_Remove_Position to $Gas_Mask_Position>>
<<include "Remove Accessory">>
<<set $Gas_Mask_Position to 0>>
<<set $Gas_Mask_Location to $Drop_Here>>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<<dialog>>
$Player_alias dropped the <<= $Accessory_Remove>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<<else>>
<s>Drop</s> - Unequip this before dropping it.
<</if>>
<</if>>
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_AC_Move to $Gas_Mask_Position>>
<<include "Inventory Accessory Move Left">>
<<set $Gas_Mask_Position to $I_AC_Move>>
<</link>> || <<link "Move Right">>
<<set $I_AC_Move to $Gas_Mask_Position>>
<<include "Inventory Accessory Move Right">>
<<set $Gas_Mask_Position to $I_AC_Move>>
<</link>>
<<set $Drop_Block to 0>></div></b><</nobr>></span><<nobr>>
<<if $AC_Gas_Mask_Equipped is 0>>
<<link "Equip">>
<<include "Unequip Accessory">>
<<set $AC_Gas_Mask_Equipped to 1>>
<<set $I_AC_I_U to $Gas_Mask_Equipped_Icon>>
<<set $I_AC_P to $Gas_Mask_Position>>
<<include "Accessory Icon Equip Changer">>
<<set $Player_accessory to "gas mask">>
<<set $Player_poison_accessory = 1>>
<<set $Player_poison_resist_accessory = 25>>
<<set $Player_used_item to $Player_combat>>
<<replace "#item-screen">><<include "Gas Mask">><</replace>>
<</link>>
<<else>>
<b>Equipped!</b> <<link "Unequip">>
<<set $AC_Gas_Mask_Equipped to 0>>
<<set $I_AC_I_U to $Gas_Mask_Icon>>
<<set $I_AC_P to $Gas_Mask_Position>>
<<include "Unequip Accessory">>
<<include "Accessory Icon Equip Changer">>
<<replace "#item-screen">><<include "Gas Mask">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>><<set $I_AC_Temp to $Gas_Mask_Icon>>
<<set $I_AC_D_Temp to "Gas Mask">>
<<set $I_AC_T_Temp to "Gas Mask">>
<<include "Pickup Accessory">>
<<if $Inventory_ac_full is 1>>
<<dialog>>$Player_alias cannot carry any more accessories!<</dialog>>
<<else>>
<<set $Gas_Mask_Position to $I_AC_P>>
<<set $Gas_Mask_Location to "Player">>
<</if>><</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<if $C_Smartpick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smartpick_Icon>>
<<set $I_C_D_Temp to "Smartpick">>
<<set $I_C_T_Temp to "Smartpick">>
<<set $I_C_S_Temp to 1>>
<<if $C_Smartpick is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smartpick_Position to $I_C_P>>
<<set $C_Smartpick to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Energized_Throwing_Knife_Icon]]<<nobr>>
<br>Energized Throwing Knife | $C_Energized_Throwing_Knife in possession
<br><br>
<b>Type:</b> Offensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
A slender throwing knife with an energized edge. This makes it rather disposably fragile, but significantly more dangerous against the right sort of target. When activated, the edge begins to glow with a fiercesome ligh - however, it should be thrown immediately to avoid premature burnout, and thus should not be activates for 'shits and giggles'.
<br><br>
Deals elec-aspected damage <b>or</b> piercing-aspected damage to a foe in combat, base damage 2d4, scaling off of Agility (<span class="agile">'Agile'</span> damage).
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Throw Energized (Elec and Piercing)->Combat Consumable Energized Throwing Knife]]>>
<<set $Consumable_Element to "Elec">>
<<set $Consumable_Element2 to "Piercing">>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - 1>>
<<if $C_Energized_Throwing_Knife lte 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
||
<<link [[Throw Inactive (Piercing)->Combat Consumable Energized Throwing Knife]]>>
<<set $Consumable_Element to "Piercing">>
<<set $Consumable_Element2 to "unaspected">>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - 1>>
<<if $C_Energized_Throwing_Knife lte 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Energized_Throwing_Knife_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Energized_Throwing_Knife_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Energized_Throwing_Knife_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Energized_Throwing_Knife_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Energized Throwing Knife">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "sheathe of Energized Throwing Knives">>
<</if>>
<<set $Consumable_Remove to "Energized Throwing Knife">>
<<set $Consumable_Remove_Position to $Energized_Throwing_Knife_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - $Shop_Stack>>
<<if $C_Energized_Throwing_Knife is 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Energized_Throwing_Knife>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d4">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to $Consumable_Element>>
<<set $Actual_damage_type_2 to $Consumable_Element2>>
<<set $Actual_attack_type to "agile">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias acts fast, pulling out a knife and tossing it overarm with the slightest of spin put into the throw!
<br><br>
<<if $Player_success is 0>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
$Player_alias doesn't score a direct hit on <<= $Enemy_article>>, but does graze them! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias grins as the knife strikes true, sinking into <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias grins as the knife strikes true, sinking into <<= $Enemy_article>>! Right in a sore spot...
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<if $C_Energized_Throwing_Knife is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Energized_Throwing_Knife_Icon>>
<<set $I_C_D_Temp to "Energized Throwing Knife">>
<<set $I_C_T_Temp to "Energized Throwing Knife">>
<<set $I_C_S_Temp to 1>>
<<if $C_Energized_Throwing_Knife is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Energized_Throwing_Knife_Position to $I_C_P>>
<<set $C_Energized_Throwing_Knife to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Unstable_Power_Core_Icon]]<<nobr>>
<br>Unstable Power Core | $C_Unstable_Power_Core in possession
<br><br>
<b>Type:</b> Offensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
Power cores like this are commonly used for powering a wide range of machines - and even people! But not this one. This one has been intentionally overcharged and its protective inner shielding has been compromised. If one were to activate this core, or even just throw it hard enough without its dampening outer casing on... well. The resultant explosion would be a hellstorm of radiation: brief, but potent.
<br><br>
So, Mio probably shouldn't throw it.
<br><br>
<i><span style="color:#E5CEF3">"Unleeeeess..."</span></i>
<br><br>
Deals radiation to a foe in combat, base damage 3d4, partially ignoring armour and scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use)->Combat Consumable Unstable Power Core]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Unstable_Power_Core_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Unstable_Power_Core to $C_Unstable_Power_Core - 1>>
<<if $C_Unstable_Power_Core lte 0>>
<<set $Unstable_Power_Core_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Unstable_Power_Core_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Unstable_Power_Core_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Unstable_Power_Core_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Unstable_Power_Core_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (15 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Unstable Power Core">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "Bundle of Unstable Power Cores">>
<</if>>
<<set $Consumable_Remove to "Unstable Power Core">>
<<set $Consumable_Remove_Position to $Unstable_Power_Core_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Unstable_Power_Core_Position>>
<<include "Remove Consumable">>
<<set $C_Unstable_Power_Core to $C_Unstable_Power_Core - $Shop_Stack>>
<<if $C_Unstable_Power_Core lte 0>>
<<set $Unstable_Power_Core_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Unstable_Power_Core>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 2>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "3d4">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "Radiation">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias carefully pulls the cracked power core from its shielded housing... and then tosses it with care<i>less</i> force!
<br><br>
<<if $Player_success is 0>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
$Player_alias doesn't score a direct hit on <<= $Enemy_article>>, but the cascade of radiation singes them!<br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks as a storm of radiation rages around <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks as a storm of radiation rages around <<= $Enemy_article>>! The canister hit them dead-on!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Unstable_Power_Core_Position>>
<<if $C_Unstable_Power_Core is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Unstable_Power_Core_Icon>>
<<set $I_C_D_Temp to "Unstable Power Core">>
<<set $I_C_T_Temp to "Unstable Power Core">>
<<set $I_C_S_Temp to 1>>
<<if $C_Unstable_Power_Core is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Unstable_Power_Core_Position to $I_C_P>>
<<set $C_Unstable_Power_Core to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Leathegg_Icon]]<<nobr>>
<br>Leathegg | $C_Leathegg in possession
<br><br>
<b>Type:</b> Offensive Drug. || <b>Usage:</b> Combat (In combat only)
<br><br>
A small egg made of something black and shiny, with a firm but squishy texture to it: yet if one squeezes it, they quickly realize that too much pressure will cause it to pop.
<br><br>
Created by the Ebonslick and marketed as an emergency item to survive unexpected catastrophes, Leatheggs armour you from the inside. It's pretty difficult to move for a while after eating one - or rather, having one leap down your throat - but the protection they offer are second to none! One probably shouldn't eat more than one, however. It might not be dangerous - the Ebonslick seem pretty big on consent, these days - but it <b>does</b> feel gross.
<br><br>
Raises Toughness considerably with a decaying 4-turn buff. Decreases Agility somewhat with a recovering 2-turn debuff.
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Leathegg]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Leathegg_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Leathegg to $C_Leathegg - 1>>
<<if $C_Leathegg lte 0>>
<<set $Leathegg_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Leathegg_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Leathegg_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Leathegg_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Leathegg_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (12 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Leathegg">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "clutch of Leatheggs">>
<</if>>
<<set $Consumable_Remove to "Leathegg">>
<<set $Consumable_Remove_Position to $Leathegg_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Leathegg_Position>>
<<include "Remove Consumable">>
<<set $C_Leathegg to $C_Leathegg - $Shop_Stack>>
<<if $C_Leathegg is 0>>
<<set $Leathegg_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Leathegg>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<= $Player_alias>> really isn't sure she should be eating this... ugh. She tries to crack the shiny black egg, but her fingers just sink into it instead, piercing the membrane as black ooze leaks up her thumb! With a second thought of hesitation, she brings it up to her mouth!-- only to recoil in spluttering alarm when the black goop within leaps violently into her mouth.
<br><br>
The taste of numbing spices and dark-sweet licorice fades quickly as it surges down her throat, the membrane dissolving in her hands. Mio clutches at her chest, but there's no pain. That odd substance courses through her, toughening her up from within!.. Ngh-- she feels a little stiff, though!
<br><br>
<<set $Player_toughness_decay_buff to 5>>
<<set $Player_agility_decay_buff to 3>>
<<= $Player_alias>> is dosed with a Leathegg! Armour has increased by 4, decaying by 1 every turn! Agility has decreased by 2, recovering by 1 every turn! <br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Leathegg_Position>>
<<if $C_Leathegg is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Leathegg_Icon>>
<<set $I_C_D_Temp to "Leathegg">>
<<set $I_C_T_Temp to "Leathegg">>
<<set $I_C_S_Temp to 1>>
<<if $C_Leathegg is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Leathegg_Position to $I_C_P>>
<<set $C_Leathegg to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Medi_Drone_Position>>
<<if $C_Medi_Drone is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Medi_Drone_Icon>>
<<set $I_C_D_Temp to "Medi Drone">>
<<set $I_C_T_Temp to "Medi Drone">>
<<set $I_C_S_Temp to 1>>
<<if $C_Medi_Drone is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Medi_Drone_Position to $I_C_P>>
<<set $C_Medi_Drone to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Medi_Drone_Icon]]<<nobr>>
<br>Medi Drone | $C_Medi_Drone in possession
<br><br>
<b>Type:</b> Defensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
A small, spherical device that, when activated via depressing both recessed panels either side of its vertical equator, pops open into a medical drone. It is coloured a pale mint green with a large, inquisitive and friendly camera-eye in bright green, and is kept afloat by two large energized ring-thrusters that glow a warm, vibrant orange. It is programmed with a variety of energized healing methods for ranged applications, and has combat routines to avoid incoming fire so it can focus on its job. Most crucially of all, it makes very cute and soothing beeping noises.
<br><br>
<i>Nurse Pods! They'll Kiss It Better. ♥</i>
<br><br>
When activated, it is consumed. Provides regenerative healing at the end of each turn for 4 turns.
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Medi Drone]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Medi_Drone_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Medi_Drone to $C_Medi_Drone - 1>>
<<if $C_Medi_Drone lte 0>>
<<set $Medi_Drone_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Medi_Drone_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Medi_Drone_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Medi_Drone_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Medi_Drone_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (16 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Medi Drone">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "gaggle of Medi Drones">>
<</if>>
<<set $Consumable_Remove to "Medi Drone">>
<<set $Consumable_Remove_Position to $Medi_Drone_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Medi_Drone_Position>>
<<include "Remove Consumable">>
<<set $C_Medi_Drone to $C_Medi_Drone - $Shop_Stack>>
<<if $C_Medi_Drone is 0>>
<<set $Medi_Drone_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Medi_Drone>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<= $Player_alias>> grabs the spherical Medi Drone from her belongings, noticing the brand 'NURSE POD' printed down the right-hand thruster. She presses both thrusters in until they -click-, then lets go!
<br><br>
Rather than falling, the sphere hovers where she 'dropped' it. Those recessed thrusters pop out, glowing brightly as a solid green 'eye' opens in the central track, peering at Mio innocently... taking note of any damage she's sustained. It begins to beep and circle her!
<br><br>
<<set $Player_nurse_pod to 4>>
<<= $Player_alias>> has activated a 'Nurse Pod' Medi Drone! It will heal her a little for 4 turns! <br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$ITEMEXAMPLEUNDER_Icon]]<<nobr>>
<br>ITEMEXAMPLE | $C_ITEMEXAMPLEUNDER in possession
<br><br>
<b>Type:</b> ITEMTYPEHEALINGCOMBATETC || <b>Usage:</b> UNIVERSALCOMBATORSAFE
<br><br>
DESC1
<br><br>
<i>FLAVOUR1</i>
<br><br>
<div align='center'>------------------------------------</div>
<div class="disable-select" style='font-size: 130%;'>
<br>
SETUPOFCODESHOULDGOHERE
SETUPOFCODESHOULDGOHERE
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $ITEMEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Left">>
<<set $ITEMEXAMPLEUNDER_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $ITEMEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Right">>
<<set $ITEMEXAMPLEUNDER_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "FILLTHISITEMTYPE">>
<<set $Shop_Item_Name to "ITEMEXAMPLE">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "COLLECTIVEOFITEMEXAMPLE">>
<</if>>
<<set $Consumable_Remove to "ITEMEXAMPLE">>
<<set $Consumable_Remove_Position to $ITEMEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $ITEMEXAMPLEUNDER_Position>>
<<include "Remove Consumable">>
<<set $C_ITEMEXAMPLEUNDER to $C_ITEMEXAMPLEUNDER - $Shop_Stack>>
<<if $C_ITEMEXAMPLEUNDER is 0>>
<<set $ITEMEXAMPLEUNDER_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_EXAMPLEUNDER>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<if $C_Dataprick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Dataprick_Icon>>
<<set $I_C_D_Temp to "Dataprick">>
<<set $I_C_T_Temp to "Dataprick">>
<<set $I_C_S_Temp to 1>>
<<if $C_Dataprick is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Dataprick_Position to $I_C_P>>
<<set $C_Dataprick to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Level_2_Keycard_Icon>>
<<set $I_K_D_Temp to "Level 2 Keycard">>
<<set $I_K_T_Temp to "Level 2 Keycard">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Level_2_Keycard_Position to $I_K_P>>
<<set $Level_2_Keycard_Location to "Player">>
<</if>>
<</nobr>>[img[$JUNKEXAMPLEUNDER_Icon]]<<nobr>>
<br>JUNKEXAMPLE | $C_JUNKEXAMPLEUNDER in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_herbs to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
DESC1
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias SCRAPSTHETHING. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $JUNKEXAMPLEUNDER_Position>>
<<include "Remove Consumable">>
<<set $C_JUNKEXAMPLEUNDER to $C_JUNKEXAMPLEUNDER - $Shop_Stack>>
<<if $C_JUNKEXAMPLEUNDER is 0>>
<<set $JUNKEXAMPLEUNDER_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $JUNKEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Left">>
<<set $JUNKEXAMPLEUNDER_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $JUNKEXAMPLEUNDER_Position>>
<<include "Inventory Consumable Move Right">>
<<set $JUNKEXAMPLEUNDER_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (3 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "JUNKEXAMPLE">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "COLLECTIVENOUN of JUNKEXAMPLEs">>
<</if>>
<<set $Consumable_Remove to "JUNKEXAMPLE">>
<<set $Consumable_Remove_Position to $JUNKEXAMPLEUNDER_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $JUNKEXAMPLEUNDER_Position>>
<<include "Remove Consumable">>
<<set $C_JUNKEXAMPLEUNDER to $C_JUNKEXAMPLEUNDER - $Shop_Stack>>
<<if $C_JUNKEXAMPLEUNDER is 0>>
<<set $JUNKEXAMPLEUNDER_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_JUNKEXAMPLEUNDER>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Glob_Core_Icon]]<<nobr>>
<br>Glob Core | $C_Glob_Core in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A round, opaque machine core with a layer of firm gel protecting it from outside harm. Even so, Mio's hit this one hard enough to break it, leaving it completely inert.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks down the cores, scraping the gel off and twisting them open. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Core to $C_Glob_Core - $Shop_Stack>>
<<if $C_Glob_Core is 0>>
<<set $Glob_Core_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glob_Core_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glob_Core_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glob_Core_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glob_Core_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (3 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Glob Core">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "cairn of Glob Cores">>
<</if>>
<<set $Consumable_Remove to "Glob Core">>
<<set $Consumable_Remove_Position to $Glob_Core_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Core to $C_Glob_Core - $Shop_Stack>>
<<if $C_Glob_Core is 0>>
<<set $Glob_Core_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glob_Core>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Active_Glob_Core_Icon]]<<nobr>>
<br>Active Glob Core | $C_Active_Glob_Core in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
A round, opaque machine core with a layer of firm gel protecting it from outside harm. This particular one, however, seems to be mutated. Not only is it still 'alive' - at least, as alive as Mio herself can be considered to be - it is also active, its single, large eye staring up at her whenever she picks it up. If she turns it away, it simply twists in her grasp to face her again, blinking occasionally and emitting soft chirping noises.
<br><br>
<div align='center'>------------------------------------</div>
<br>
<s>Scrap</s> - Mio can't bring herself to scrap something with such an expressive gaze...
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Active_Glob_Core_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Active_Glob_Core_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Active_Glob_Core_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Active_Glob_Core_Position to $I_C_Move>>
<</link>>
<br><br>
<</nobr>>[img[$Ransacked_Medkit_Icon]]<<nobr>>
<br>Ransacked Medkit | $C_Ransacked_Medkit in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A medkit that's been forced open. Judging by the residual slime levels and the careless treatments of the chemicals and devices within, whatever did so <i>probably</i> wasn't in need of first aid, making this a severe workplace violation.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks down the emptied medical tools and the box itself. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Ransacked_Medkit_Position>>
<<include "Remove Consumable">>
<<set $C_Ransacked_Medkit to $C_Ransacked_Medkit - $Shop_Stack>>
<<if $C_Ransacked_Medkit is 0>>
<<set $Ransacked_Medkit_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Ransacked_Medkit_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Ransacked_Medkit_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Ransacked_Medkit_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Ransacked_Medkit_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (4 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Ransacked Medkit">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "pile of Ransacked Medkits">>
<</if>>
<<set $Consumable_Remove to "Ransacked Medkit">>
<<set $Consumable_Remove_Position to $Ransacked_Medkit_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Ransacked_Medkit_Position>>
<<include "Remove Consumable">>
<<set $C_Ransacked_Medkit to $C_Ransacked_Medkit - $Shop_Stack>>
<<if $C_Ransacked_Medkit is 0>>
<<set $Ransacked_Medkit_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Ransacked_Medkit>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Sneerz_Soda_Icon]]<<nobr>>
<br>Sneerz Soda | $C_Sneerz_Soda in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
Sneerz Soda is the #1 brand of fizzy beverage among the Sneerz species, renowned for its fruity and robust taste, its hit of slow-burning hypercaffeines, and a complex weave of vitamins and minerals that make it a net benefit of health to drink! If you're a Sneerz. If you're anything else, not only will it almost certainly kill you, but it will also hurt the whole time you're dying. To add insult to fatal injury, it will also taste remarkably like dung.
<br><br>
Oh, Sneerz! You guys suck so hard.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias <i>very carefully</i> pours out the soda, harvesting Sneerzium alloy and trace chemicals from it. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Sneerz_Soda_Position>>
<<include "Remove Consumable">>
<<set $C_Sneerz_Soda to $C_Sneerz_Soda - $Shop_Stack>>
<<if $C_Sneerz_Soda is 0>>
<<set $Sneerz_Soda_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Sneerz_Soda_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Sneerz_Soda_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Sneerz_Soda_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Sneerz_Soda_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (4 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Sneerz Soda">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "carton of Sneerz Sodas">>
<</if>>
<<set $Consumable_Remove to "Sneerz Soda">>
<<set $Consumable_Remove_Position to $Sneerz_Soda_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Sneerz_Soda_Position>>
<<include "Remove Consumable">>
<<set $C_Sneerz_Soda to $C_Sneerz_Soda - $Shop_Stack>>
<<if $C_Sneerz_Soda is 0>>
<<set $Sneerz_Soda_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Sneerz_Soda>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Tentakoyaki_Flavour_Chips_Icon]]<<nobr>>
<br>Tentakoyaki Flavour Chips | $C_Tentakoyaki_Flavour_Chips in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
TentaCo's very own brand of chips! These ones brandish the spice of the stormy seas of Selvrin's Find, an oceanic planet populated by incredibly tasty but incredibly randy octopus-like creatures. Incidentally, the first known person to experience the randiness of these monsters was the titular Selvrin. Mio can't really eat chips, but that's ok! This pack is empty anyway.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias scraps the packets, carefully peeling the unreasonably fancy grade of foil from the inner lining. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Tentakoyaki_Flavour_Chips_Position>>
<<include "Remove Consumable">>
<<set $C_Tentakoyaki_Flavour_Chips to $C_Tentakoyaki_Flavour_Chips - $Shop_Stack>>
<<if $C_Tentakoyaki_Flavour_Chips is 0>>
<<set $Tentakoyaki_Flavour_Chips_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Tentakoyaki_Flavour_Chips_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Tentakoyaki_Flavour_Chips_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Tentakoyaki_Flavour_Chips_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Tentakoyaki_Flavour_Chips_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (2 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Tentakoyaki Flavour Chips">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "sheathe of Tentakoyaki Flavour Chip packets">>
<</if>>
<<set $Consumable_Remove to "Tentakoyaki Flavour Chips">>
<<set $Consumable_Remove_Position to $Tentakoyaki_Flavour_Chips_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Tentakoyaki_Flavour_Chips_Position>>
<<include "Remove Consumable">>
<<set $C_Tentakoyaki_Flavour_Chips to $C_Tentakoyaki_Flavour_Chips - $Shop_Stack>>
<<if $C_Tentakoyaki_Flavour_Chips is 0>>
<<set $Tentakoyaki_Flavour_Chips_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Tentakoyaki_Flavour_Chips>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Used_TentaCan_Icon]]<<nobr>>
<br>Used TentaCan | $C_Used_TentaCan in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
One of TentaCo's famous TentaCans... 'pre-owned'. The disposable type, it's a sophisticated one-button MRF (Monster Ready to Fuck) system. Colourful branding on the front indicates that this one was for a classic-flavour 'Shambler', whereas the popped cap and plentiful purple slime coating the rim, drooling down from it in thick streams, indicates that said Shambler is out and about.
<br><br>
Assurances on the back of the can that anything generated from it will naturally dissolve in time paint a stark contrast to the hive's seemingly limitless growth.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias scraps the can, carefully removing the surviving pieces of the rapid gestation system before harvesting the actual metal... and the <b>goop.</b>. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Used_TentaCan_Position>>
<<include "Remove Consumable">>
<<set $C_Used_TentaCan to $C_Used_TentaCan - $Shop_Stack>>
<<if $C_Used_TentaCan is 0>>
<<set $Used_TentaCan_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Used_TentaCan_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Used_TentaCan_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Used_TentaCan_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Used_TentaCan_Position to $I_C_Move>>
<</link>>
<br><br>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Used TentaCan">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Used TentaCans">>
<</if>>
<<set $Consumable_Remove to "Used TentaCan">>
<<set $Consumable_Remove_Position to $Used_TentaCan_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Used_TentaCan_Position>>
<<include "Remove Consumable">>
<<set $C_Used_TentaCan to $C_Used_TentaCan - $Shop_Stack>>
<<if $C_Used_TentaCan is 0>>
<<set $Used_TentaCan_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Used_TentaCan>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Paravine_Icon]]<<nobr>>
<br>Paravine | $C_Paravine in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_herbs to (2 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A creeping vine known to grow upon particularly slimy creatures in a parasitic nature, thriving off of mucus. Some varieties then go on to produce a wide array of fruits, turning the relationship symbiotic. Not this one, though! This one was a freeloader! At least it's slightly medicinal.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias strips the leaves from the vines. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Paravine_Position>>
<<include "Remove Consumable">>
<<set $C_Paravine to $C_Paravine - $Shop_Stack>>
<<if $C_Paravine is 0>>
<<set $Paravine_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Paravine_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Paravine_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Paravine_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Paravine_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (3 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Paravine">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Paravines">>
<</if>>
<<set $Consumable_Remove to "Paravine">>
<<set $Consumable_Remove_Position to $Paravine_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Paravine_Position>>
<<include "Remove Consumable">>
<<set $C_Paravine to $C_Paravine - $Shop_Stack>>
<<if $C_Paravine is 0>>
<<set $Paravine_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Paravine>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Writhing_Tentacle_Icon]]<<nobr>>
<br>Writhing Tentacle | $C_Writhing_Tentacle in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (2 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A tentacle, as severed from something that would probably like it back. Despite being detached, it continues to writhe, squirm, and - if given the opportunity to do so! - grope.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias dispatches the writhing thing with a grimace. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Writhing_Tentacle_Position>>
<<include "Remove Consumable">>
<<set $C_Writhing_Tentacle to $C_Writhing_Tentacle - $Shop_Stack>>
<<if $C_Writhing_Tentacle is 0>>
<<set $Writhing_Tentacle_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Writhing_Tentacle_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Writhing_Tentacle_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Writhing_Tentacle_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Writhing_Tentacle_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (3 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Writhing Tentacle">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "troop of Writhing Tentacles">>
<</if>>
<<set $Consumable_Remove to "Writhing Tentacle">>
<<set $Consumable_Remove_Position to $Writhing_Tentacle_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Writhing_Tentacle_Position>>
<<include "Remove Consumable">>
<<set $C_Writhing_Tentacle to $C_Writhing_Tentacle - $Shop_Stack>>
<<if $C_Writhing_Tentacle is 0>>
<<set $Writhing_Tentacle_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Writhing_Tentacle>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Glob_Gloop_Icon]]<<nobr>>
<br>Glob Gloop | $C_Glob_Gloop in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A thickened pile of Glob slime. It contains traces of useful chemicals and biological materials, and aside from that, the gel could be useful as a material. Infuriatingly, however, in its current form, it coils in a manner most visually unpleasant.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias renders the obscene gloop down into a more managable form. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Gloop_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Gloop to $C_Glob_Gloop - $Shop_Stack>>
<<if $C_Glob_Gloop is 0>>
<<set $Glob_Gloop_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glob_Gloop_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glob_Gloop_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glob_Gloop_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glob_Gloop_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (2 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Glob Gloop">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "pile of Glob Gloop">>
<</if>>
<<set $Consumable_Remove to "Glob Gloop">>
<<set $Consumable_Remove_Position to $Glob_Gloop_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Gloop_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Gloop to $C_Glob_Gloop - $Shop_Stack>>
<<if $C_Glob_Gloop is 0>>
<<set $Glob_Gloop_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glob_Gloop>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Busted_Terminal_Icon]]<<nobr>>
<br>Busted Terminal | $C_Busted_Terminal in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bits to (2 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (2 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A foldable computer with built-in input methods and screen. Usually a wireless extension of a facility's central processing unit, this one has been through the ringer. Massive, jagged cracks run through the screen, a number of keys are missing, and the ports down the right-hand side are... sticky. Regrettably sticky.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks down the terminal, piece by piece. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Busted_Terminal_Position>>
<<include "Remove Consumable">>
<<set $C_Busted_Terminal to $C_Busted_Terminal - $Shop_Stack>>
<<if $C_Busted_Terminal is 0>>
<<set $Busted_Terminal_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Busted_Terminal_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Busted_Terminal_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Busted_Terminal_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Busted_Terminal_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (6 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Busted Terminal">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bank of Busted Terminals">>
<</if>>
<<set $Consumable_Remove to "Busted Terminal">>
<<set $Consumable_Remove_Position to $Busted_Terminal_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Busted_Terminal_Position>>
<<include "Remove Consumable">>
<<set $C_Busted_Terminal to $C_Busted_Terminal - $Shop_Stack>>
<<if $C_Busted_Terminal is 0>>
<<set $Busted_Terminal_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Busted_Terminal>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Bio_Sample_Icon]]<<nobr>>
<br>Bio Sample | $C_Bio_Sample in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (2 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (2 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A syringe full of purple slop! Get it while it's hot, people!
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias carefully removes the canister of goop from the syringe housing, discarding the latter. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Bio_Sample_Position>>
<<include "Remove Consumable">>
<<set $C_Bio_Sample to $C_Bio_Sample - $Shop_Stack>>
<<if $C_Bio_Sample is 0>>
<<set $Bio_Sample_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Bio_Sample_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Bio_Sample_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Bio_Sample_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Bio_Sample_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Bio Sample">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "collection of Bio Samples">>
<</if>>
<<set $Consumable_Remove to "Bio Sample">>
<<set $Consumable_Remove_Position to $Bio_Sample_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Bio_Sample_Position>>
<<include "Remove Consumable">>
<<set $C_Bio_Sample to $C_Bio_Sample - $Shop_Stack>>
<<if $C_Bio_Sample is 0>>
<<set $Bio_Sample_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Bio_Sample>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Snapper_Flower_Icon]]<<nobr>>
<br>Snapper Flower | $C_Snapper_Flower in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_herbs to (3 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A flower plucked from a Gulper plant. These little parasitic blooms are quick to spread across the body of a Gulper, but survival of the fittest will soon weed out all but the mightiest within said specimen's reach. Despite being snipped, the beak-like jaws of this one continue to snap in response to touch. Thankfully, they're blunt and designed to chomp insects, not Android fingers.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias picks apart the flower, petal by petal. She hates her boss, she hates her boss not. She hates her boss... not, hate, not, hate, not-- ooh! Hate! $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Snapper_Flower_Position>>
<<include "Remove Consumable">>
<<set $C_Snapper_Flower to $C_Snapper_Flower - $Shop_Stack>>
<<if $C_Snapper_Flower is 0>>
<<set $Snapper_Flower_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Snapper_Flower_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Snapper_Flower_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Snapper_Flower_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Snapper_Flower_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (7 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Snapper Flower">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bouquet of Snapper Flowers">>
<</if>>
<<set $Consumable_Remove to "Snapper Flower">>
<<set $Consumable_Remove_Position to $Snapper_Flower_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Snapper_Flower_Position>>
<<include "Remove Consumable">>
<<set $C_Snapper_Flower to $C_Snapper_Flower - $Shop_Stack>>
<<if $C_Snapper_Flower is 0>>
<<set $Snapper_Flower_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Snapper_Flower>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Incredibly_Poisonous_Mushroom_Icon]]<<nobr>>
<br>Incredibly Poisonous Mushroom | $C_Incredibly_Poisonous_Mushroom in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_chems to (2 * $Shop_Stack)>>
<<set $Player_scrapping_herbs to (1 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (2 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
When properly prepared, this mushroom has powerful medicinal properties. When improperly prepared-- well, look at it. It's purple and it's got a skull on it. What are you, an idiot!?
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias very carefully renders the mushroom down into useable materials. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Incredibly_Poisonous_Mushroom_Position>>
<<include "Remove Consumable">>
<<set $C_Incredibly_Poisonous_Mushroom to $C_Incredibly_Poisonous_Mushroom - $Shop_Stack>>
<<if $C_Incredibly_Poisonous_Mushroom is 0>>
<<set $Incredibly_Poisonous_Mushroom_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Incredibly_Poisonous_Mushroom_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Incredibly_Poisonous_Mushroom_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Incredibly_Poisonous_Mushroom_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Incredibly_Poisonous_Mushroom_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Incredibly Poisonous Mushroom">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "cluster of Incredibly Poisonous Mushrooms">>
<</if>>
<<set $Consumable_Remove to "Incredibly Poisonous Mushroom">>
<<set $Consumable_Remove_Position to $Incredibly_Poisonous_Mushroom_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Incredibly_Poisonous_Mushroom_Position>>
<<include "Remove Consumable">>
<<set $C_Incredibly_Poisonous_Mushroom to $C_Incredibly_Poisonous_Mushroom - $Shop_Stack>>
<<if $C_Incredibly_Poisonous_Mushroom is 0>>
<<set $Incredibly_Poisonous_Mushroom_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Incredibly_Poisonous_Mushroom>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Goop_Cube_Icon]]<<nobr>>
<br>Goop Cube | $C_Goop_Cube in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (4 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
Goop: now in Cube form! This jiggling block of jelly appears to be a sort of default storage solution that Glob goop is programmed to set itself in when not in active use. Convenient! Also great as a stress relief toy, until you squeeze too hard.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias squashes the sizable squares skillfully! Nothing but Goop, now. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Goop_Cube_Position>>
<<include "Remove Consumable">>
<<set $C_Goop_Cube to $C_Goop_Cube - $Shop_Stack>>
<<if $C_Goop_Cube is 0>>
<<set $Goop_Cube_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Goop_Cube_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Goop_Cube_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Goop_Cube_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Goop_Cube_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (4 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Goop Cube">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "stack of Goop Cubes">>
<</if>>
<<set $Consumable_Remove to "Goop Cube">>
<<set $Consumable_Remove_Position to $Goop_Cube_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Goop_Cube_Position>>
<<include "Remove Consumable">>
<<set $C_Goop_Cube to $C_Goop_Cube - $Shop_Stack>>
<<if $C_Goop_Cube is 0>>
<<set $Goop_Cube_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Goop_Cube>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Suspiciously_Green_Liquid_Icon]]<<nobr>>
<br>Suspiciously Green Liquid | $C_Suspiciously_Green_Liquid in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (3 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A slender vial of some unknown liquid derived from a tentacle monster - or other such equivalent fuckfiend. However, whereas one might expect a shade of purple or pink, this one is green!
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias carefully decants the green, bubbling stuff into a different container. Wait, why does she have to do this?... $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Suspiciously_Green_Liquid_Position>>
<<include "Remove Consumable">>
<<set $C_Suspiciously_Green_Liquid to $C_Suspiciously_Green_Liquid - $Shop_Stack>>
<<if $C_Suspiciously_Green_Liquid is 0>>
<<set $Suspiciously_Green_Liquid_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Suspiciously_Green_Liquid_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Suspiciously_Green_Liquid_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Suspiciously_Green_Liquid_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Suspiciously_Green_Liquid_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Suspiciously Green Liquid">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "case of Suspiciously Green Liquid vials">>
<</if>>
<<set $Consumable_Remove to "Suspiciously Green Liquid">>
<<set $Consumable_Remove_Position to $Suspiciously_Green_Liquid_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Suspiciously_Green_Liquid_Position>>
<<include "Remove Consumable">>
<<set $C_Suspiciously_Green_Liquid to $C_Suspiciously_Green_Liquid - $Shop_Stack>>
<<if $C_Suspiciously_Green_Liquid is 0>>
<<set $Suspiciously_Green_Liquid_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Suspiciously_Green_Liquid>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Expectedly_Pink_Liquid_Icon]]<<nobr>>
<br>Expectedly Pink Liquid | $C_Expectedly_Pink_Liquid in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_chems to (3 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A slender vial of some unknown liquid derived from a tentacle monster - or other such equivalent fuckfiend. As one might expect from such a sample, it has a bright, vibrant pink colouration. Purple would also have been acceptable.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias carefully decants the pink, sloshing stuff into a different container. Wait, why does she have to do this?.... $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Expectedly_Pink_Liquid_Position>>
<<include "Remove Consumable">>
<<set $C_Expectedly_Pink_Liquid to $C_Expectedly_Pink_Liquid - $Shop_Stack>>
<<if $C_Expectedly_Pink_Liquid is 0>>
<<set $Expectedly_Pink_Liquid_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Expectedly_Pink_Liquid_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Expectedly_Pink_Liquid_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Expectedly_Pink_Liquid_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Expectedly_Pink_Liquid_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Expectedly Pink Liquid">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "case of Expectedly Pink Liquid vials">>
<</if>>
<<set $Consumable_Remove to "Expectedly Pink Liquid">>
<<set $Consumable_Remove_Position to $Expectedly_Pink_Liquid_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Expectedly_Pink_Liquid_Position>>
<<include "Remove Consumable">>
<<set $C_Expectedly_Pink_Liquid to $C_Expectedly_Pink_Liquid - $Shop_Stack>>
<<if $C_Expectedly_Pink_Liquid is 0>>
<<set $Expectedly_Pink_Liquid_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Expectedly_Pink_Liquid>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Ruined_Floor_Tile_Icon]]<<nobr>>
<br>Ruined Floor Tile | $C_Ruined_Floor_Tile in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (3 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A tile identical to all of its kin still embedded in the floor, with one key difference. Well, two key differences; for one, this one is covered in tentacle slime, and for another, it has been smashed with enough force from below to entirely dislodge it from its housing. While it can no longer support people as they scurry to and fro the facility, perhaps it could be broken down into useful alloys - with a little bonus slime!
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks the tile apart, piece by piece, reducing it to more managable chunks and slivers. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Ruined_Floor_Tile_Position>>
<<include "Remove Consumable">>
<<set $C_Ruined_Floor_Tile to $C_Ruined_Floor_Tile - $Shop_Stack>>
<<if $C_Ruined_Floor_Tile is 0>>
<<set $Ruined_Floor_Tile_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Ruined_Floor_Tile_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Ruined_Floor_Tile_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Ruined_Floor_Tile_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Ruined_Floor_Tile_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Ruined Floor Tile">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "stack of Ruined Floor Tiles">>
<</if>>
<<set $Consumable_Remove to "Ruined Floor Tile">>
<<set $Consumable_Remove_Position to $Ruined_Floor_Tile_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Ruined_Floor_Tile_Position>>
<<include "Remove Consumable">>
<<set $C_Ruined_Floor_Tile to $C_Ruined_Floor_Tile - $Shop_Stack>>
<<if $C_Ruined_Floor_Tile is 0>>
<<set $Ruined_Floor_Tile_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Ruined_Floor_Tile>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Chewed_Up_Keycard_Icon]]<<nobr>>
<br>Chewed Up Keycard | $C_Chewed_Up_Keycard in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (2 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
This keycard would be perfect for getting Mio through the security checkpoints!... if it hadn't been chewed to absolute buggery by something with more teeth than brains. Thankfully, it's very unlikely that the owner of this keycard met the same fate. Their clothing and belongings, on the other hand...
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias carefully pries what's left of the keycard open, retrieving the overcomplicated, slimmed-down computer parts within. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Chewed_Up_Keycard_Position>>
<<include "Remove Consumable">>
<<set $C_Chewed_Up_Keycard to $C_Chewed_Up_Keycard - $Shop_Stack>>
<<if $C_Chewed_Up_Keycard is 0>>
<<set $Chewed_Up_Keycard_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Chewed_Up_Keycard_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Chewed_Up_Keycard_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Chewed_Up_Keycard_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Chewed_Up_Keycard_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (6 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Chewed Up Keycard">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "lanyard of Chewed Up Keycards">>
<</if>>
<<set $Consumable_Remove to "Chewed Up Keycard">>
<<set $Consumable_Remove_Position to $Chewed_Up_Keycard_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Chewed_Up_Keycard_Position>>
<<include "Remove Consumable">>
<<set $C_Chewed_Up_Keycard to $C_Chewed_Up_Keycard - $Shop_Stack>>
<<if $C_Chewed_Up_Keycard is 0>>
<<set $Chewed_Up_Keycard_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Chewed_Up_Keycard>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>>[img[$Broken_Chain_Icon]]<<nobr>>
<br>Broken Chain | $C_Broken_Chain in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (3 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A hefty, sturdy chain, torn from some kind of industrial equipment. Mio is almost tempted to ascribe some greater meaning to the broken lump of metal in her hand, as contrasted against the chaos of this facility now that its subjects are running the show. However, she decides this would be pretentious.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks the hefty chain down into more usable materials. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Broken_Chain_Position>>
<<include "Remove Consumable">>
<<set $C_Broken_Chain to $C_Broken_Chain - $Shop_Stack>>
<<if $C_Broken_Chain is 0>>
<<set $Broken_Chain_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Broken_Chain_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Broken_Chain_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Broken_Chain_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Broken_Chain_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (5 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Broken Chain">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "link of Broken Chains">>
<</if>>
<<set $Consumable_Remove to "Broken Chain">>
<<set $Consumable_Remove_Position to $Broken_Chain_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Broken_Chain_Position>>
<<include "Remove Consumable">>
<<set $C_Broken_Chain to $C_Broken_Chain - $Shop_Stack>>
<<if $C_Broken_Chain is 0>>
<<set $Broken_Chain_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Broken_Chain>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>><<nobr>>
<<set $Scrap_Total to (0 + $Player_scrapping_bio + $Player_scrapping_bits + $Player_scrapping_chems + $Player_scrapping_herbs + $Player_scrapping_mats + $Player_scrapping_meds + $Player_scrapping_tek)>>
<<if $SR isnot 1>>If $Player_alias scraps <<if $Shop_Stack lte 1>>it<<else>>them<</if>>, $she will recover<</if>>
<<if $Player_scrapping_bio gte 1>><b><<= $Player_scrapping_bio>> Bio<<set $Scrap_Total to $Scrap_Total - $Player_scrapping_bio>><<if $Scrap_Total gte 1>>,<</if>></b><</if>>
<<if $Player_scrapping_bits gte 1>><b><<= $Player_scrapping_bits>> <<if $Player_scrapping_bits gte 2>>Bits<<else>>Bit<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_bits>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_chems gte 1>><b><<= $Player_scrapping_chems>> <<if $Player_scrapping_chems gte 2>>Chems<<else>>Chem<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_chems>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_herbs gte 1>><b><<= $Player_scrapping_herbs>> <<if $Player_scrapping_herbs gte 2>>Herbs<<else>>Herb<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_herbs>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_mats gte 1>><b><<= $Player_scrapping_mats>> <<if $Player_scrapping_mats gte 2>>Mats<<else>>Mat<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_mats>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_meds gte 1>><b><<= $Player_scrapping_meds>> <<if $Player_scrapping_mats gte 2>>Meds<<else>>Med<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_meds>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_tek gte 1>><b><<= $Player_scrapping_tek>> Tek </b><</if>> in total.
<<if $SR is 1>>
<<if $Player_scrapping_bio gte 1>><<set $Player_crafting_bio to $Player_crafting_bio + $Player_scrapping_bio>><</if>>
<<if $Player_scrapping_bits gte 1>><<set $Player_crafting_bits to $Player_crafting_bits + $Player_scrapping_bits>><</if>>
<<if $Player_scrapping_chems gte 1>><<set $Player_crafting_chems to $Player_crafting_chems + $Player_scrapping_chems>><</if>>
<<if $Player_scrapping_herbs gte 1>><<set $Player_crafting_herbs to $Player_crafting_herbs + $Player_scrapping_herbs>><</if>>
<<if $Player_scrapping_mats gte 1>><<set $Player_crafting_mats to $Player_crafting_mats + $Player_scrapping_mats>><</if>>
<<if $Player_scrapping_meds gte 1>><<set $Player_crafting_meds to $Player_crafting_meds + $Player_scrapping_meds>><</if>>
<<if $Player_scrapping_tek gte 1>><<set $Player_crafting_tek to $Player_crafting_tek + $Player_scrapping_tek>><</if>>
<</if>>
<</nobr>><<link "Storage Module 3-1" "Storage Module 3-1">><</link>>
<<link "Monster Pen Entryway 2-1" "Monster Pen Entryway 2-1">><</link>>
<<set $MS_Intro to 4>>
<<link "Pick up a Paravine">>
<<include "Paravine Pickup">>
<</link>>
<<link "Pick up a Glob Core">>
<<include "Glob Core Pickup">>
<</link>>
<<link "Pick up an Incredibly Poisonous Mushroom">>
<<include "Incredibly Poisonous Mushroom Pickup">>
<</link>>
<<link "Pick up a Bio Sample">>
<<include "Bio Sample Pickup">>
<</link>>
<<link "pick up smart bandage">>
<<include "Smart Bandage Pickup">>
<<include "Glow Shard Pickup">><<include "Glow Shard Pickup">><<include "Glow Shard Pickup">>
<<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">>
<<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">>
<<include "Leathegg Pickup">>
<<include "Smart Pill Pickup">>
<<include "Energized Throwing Knife Pickup">>
<</link>>
<<link "pick up smart bandage just a smart bandage">>
<<include "Smart Bandage Pickup">>
<</link>>
<<link "pick up two weapons">>
<<include "Bug Hunter Pickup">>
<<include "Portable Hull Cleanser Pickup">>
<</link>>
<<link "dataprick">>
<<include "Smartpick Pickup">>
<<include "Dataprick Pickup">>
<</link>>
<<link "shred">>
<<include "Shredder Rifle Pickup">>
<<set $W_Shredder_Rifle_Mod_3 to 1>>
<</link>>
<<link "lockpick test" "Ruzi Quest Lockpicking">>
<<set $lockpicking_unlocking to "Gimme A Hand Or Four">>
<<set $Prior_Location to "Pick Up Cool Items Debug Haha">>
<</link>>
<<link "busted terminal">>
<<include "Busted Terminal Pickup">>
<<include "Busted Terminal Pickup">>
<<include "Busted Terminal Pickup">>
<</link>>
<<link "Writhing Tentacle">>
<<include "Writhing Tentacle Pickup">>
<<include "Writhing Tentacle Pickup">>
<<include "Writhing Tentacle Pickup">>
<</link>>
<<link "Glob Gloop">>
<<include "Glob Gloop Pickup">>
<<include "Glob Gloop Pickup">>
<<include "Glob Gloop Pickup">>
<</link>>
<<set $Shop to 1>>
<<set $Workshop to 1>>
<<link "fight idk the uhhhh bearslug ig" "Combat Enemy Bearslug Intro">><</link>><<nobr>>
<<set $Consumable_Update_Position to $JUNKEXAMPLEUNDER_Position>>
<<if $C_JUNKEXAMPLEUNDER is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $JUNKEXAMPLEUNDER_Icon>>
<<set $I_C_D_Temp to "JUNKEXAMPLE">>
<<set $I_C_T_Temp to "JUNKEXAMPLE">>
<<set $I_C_S_Temp to 1>>
<<if $C_ITEMEXAMPLEUNDER is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $JUNKEXAMPLEUNDER_Position to $I_C_P>>
<<set $C_JUNKEXAMPLEUNDER to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Paravine_Position>>
<<if $C_Paravine is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Paravine_Icon>>
<<set $I_C_D_Temp to "Paravine">>
<<set $I_C_T_Temp to "Paravine">>
<<set $I_C_S_Temp to 1>>
<<if $C_Paravine is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Paravine_Position to $I_C_P>>
<<set $C_Paravine to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<if $C_Glob_Core is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glob_Core_Icon>>
<<set $I_C_D_Temp to "Glob Core">>
<<set $I_C_T_Temp to "Glob Core">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glob_Core is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Glob_Core_Position to $I_C_P>>
<<set $C_Glob_Core to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Active_Glob_Core_Position>>
<<if $C_Active_Glob_Core is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Active_Glob_Core_Icon>>
<<set $I_C_D_Temp to "Active Glob Core">>
<<set $I_C_T_Temp to "Active Glob Core">>
<<set $I_C_S_Temp to 1>>
<<if $C_Active_Glob_Core is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Active_Glob_Core_Position to $I_C_P>>
<<set $C_Active_Glob_Core to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Ransacked_Medkit_Position>>
<<if $C_Ransacked_Medkit is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Ransacked_Medkit_Icon>>
<<set $I_C_D_Temp to "Ransacked Medkit">>
<<set $I_C_T_Temp to "Ransacked Medkit">>
<<set $I_C_S_Temp to 1>>
<<if $C_Ransacked_Medkit is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Ransacked_Medkit_Position to $I_C_P>>
<<set $C_Ransacked_Medkit to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Sneerz_Soda_Position>>
<<if $C_Sneerz_Soda is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Sneerz_Soda_Icon>>
<<set $I_C_D_Temp to "Sneerz Soda">>
<<set $I_C_T_Temp to "Sneerz Soda">>
<<set $I_C_S_Temp to 1>>
<<if $C_Sneerz_Soda is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Sneerz_Soda_Position to $I_C_P>>
<<set $C_Sneerz_Soda to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Tentakoyaki_Flavour_Chips_Position>>
<<if $C_Tentakoyaki_Flavour_Chips is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Tentakoyaki_Flavour_Chips_Icon>>
<<set $I_C_D_Temp to "Tentakoyaki Flavour Chips">>
<<set $I_C_T_Temp to "Tentakoyaki Flavour Chips">>
<<set $I_C_S_Temp to 1>>
<<if $C_Tentakoyaki_Flavour_Chips is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Tentakoyaki_Flavour_Chips_Position to $I_C_P>>
<<set $C_Tentakoyaki_Flavour_Chips to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Used_TentaCan_Position>>
<<if $C_Used_TentaCan is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Used_TentaCan_Icon>>
<<set $I_C_D_Temp to "Used TentaCan">>
<<set $I_C_T_Temp to "Used TentaCan">>
<<set $I_C_S_Temp to 1>>
<<if $C_Used_TentaCan is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Used_TentaCan_Position to $I_C_P>>
<<set $C_Used_TentaCan to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Writhing_Tentacle_Position>>
<<if $C_Writhing_Tentacle is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Writhing_Tentacle_Icon>>
<<set $I_C_D_Temp to "Writhing Tentacle">>
<<set $I_C_T_Temp to "Writhing Tentacle">>
<<set $I_C_S_Temp to 1>>
<<if $C_Writhing_Tentacle is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Writhing_Tentacle_Position to $I_C_P>>
<<set $C_Writhing_Tentacle to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Glob_Gloop_Position>>
<<if $C_Glob_Gloop is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glob_Gloop_Icon>>
<<set $I_C_D_Temp to "Glob Gloop">>
<<set $I_C_T_Temp to "Glob Gloop">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glob_Gloop is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Glob_Gloop_Position to $I_C_P>>
<<set $C_Glob_Gloop to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Busted_Terminal_Position>>
<<if $C_Busted_Terminal is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Busted_Terminal_Icon>>
<<set $I_C_D_Temp to "Busted Terminal">>
<<set $I_C_T_Temp to "Busted Terminal">>
<<set $I_C_S_Temp to 1>>
<<if $C_Busted_Terminal is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Busted_Terminal_Position to $I_C_P>>
<<set $C_Busted_Terminal to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Bio_Sample_Position>>
<<if $C_Bio_Sample is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Bio_Sample_Icon>>
<<set $I_C_D_Temp to "Bio Sample">>
<<set $I_C_T_Temp to "Bio Sample">>
<<set $I_C_S_Temp to 1>>
<<if $C_Bio_Sample is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Bio_Sample_Position to $I_C_P>>
<<set $C_Bio_Sample to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Snapper_Flower_Position>>
<<if $C_Snapper_Flower is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Snapper_Flower_Icon>>
<<set $I_C_D_Temp to "Snapper Flower">>
<<set $I_C_T_Temp to "Snapper Flower">>
<<set $I_C_S_Temp to 1>>
<<if $C_Snapper_Flower is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Snapper_Flower_Position to $I_C_P>>
<<set $C_Snapper_Flower to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Incredibly_Poisonous_Mushroom_Position>>
<<if $C_Incredibly_Poisonous_Mushroom is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Incredibly_Poisonous_Mushroom_Icon>>
<<set $I_C_D_Temp to "Incredibly Poisonous Mushroom">>
<<set $I_C_T_Temp to "Inc. Poisonous Mushroom">>
<<set $I_C_S_Temp to 1>>
<<if $C_Incredibly_Poisonous_Mushroom is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Incredibly_Poisonous_Mushroom_Position to $I_C_P>>
<<set $C_Incredibly_Poisonous_Mushroom to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Goop_Cube_Position>>
<<if $C_Goop_Cube is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Goop_Cube_Icon>>
<<set $I_C_D_Temp to "Goop Cube">>
<<set $I_C_T_Temp to "Goop Cube">>
<<set $I_C_S_Temp to 1>>
<<if $C_Goop_Cube is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Goop_Cube_Position to $I_C_P>>
<<set $C_Goop_Cube to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Suspiciously_Green_Liquid_Position>>
<<if $C_Suspiciously_Green_Liquid is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Suspiciously_Green_Liquid_Icon>>
<<set $I_C_D_Temp to "Suspiciously Green Liquid">>
<<set $I_C_T_Temp to "Suspiciously Green Liquid">>
<<set $I_C_S_Temp to 1>>
<<if $C_Suspiciously_Green_Liquid is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Suspiciously_Green_Liquid_Position to $I_C_P>>
<<set $C_Suspiciously_Green_Liquid to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Expectedly_Pink_Liquid_Position>>
<<if $C_Expectedly_Pink_Liquid is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Expectedly_Pink_Liquid_Icon>>
<<set $I_C_D_Temp to "Expectedly Pink Liquid">>
<<set $I_C_T_Temp to "Expectedly Pink Liquid">>
<<set $I_C_S_Temp to 1>>
<<if $C_Expectedly_Pink_Liquid is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Expectedly_Pink_Liquid_Position to $I_C_P>>
<<set $C_Expectedly_Pink_Liquid to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Ruined_Floor_Tile_Position>>
<<if $C_Ruined_Floor_Tile is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Ruined_Floor_Tile_Icon>>
<<set $I_C_D_Temp to "Ruined Floor Tile">>
<<set $I_C_T_Temp to "Ruined Floor Tile">>
<<set $I_C_S_Temp to 1>>
<<if $C_Ruined_Floor_Tile is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Ruined_Floor_Tile_Position to $I_C_P>>
<<set $C_Ruined_Floor_Tile to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Chewed_Up_Keycard_Position>>
<<if $C_Chewed_Up_Keycard is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Chewed_Up_Keycard_Icon>>
<<set $I_C_D_Temp to "Chewed Up Keycard">>
<<set $I_C_T_Temp to "Chewed Up Keycard">>
<<set $I_C_S_Temp to 1>>
<<if $C_Chewed_Up_Keycard is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Chewed_Up_Keycard_Position to $I_C_P>>
<<set $C_Chewed_Up_Keycard to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Broken_Chain_Position>>
<<if $C_Broken_Chain is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Broken_Chain_Icon>>
<<set $I_C_D_Temp to "Broken Chain">>
<<set $I_C_T_Temp to "Broken Chain">>
<<set $I_C_S_Temp to 1>>
<<if $C_Broken_Chain is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Broken_Chain_Position to $I_C_P>>
<<set $C_Broken_Chain to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage is 0>>
<<set $Quest_Cybernetic_Slip_And_Slide_Stage to 1>>
Mio immediately feels out of her depth when she steps up to the trapped woman. Her outfit - at least, what's visible of it - consists of a pair of slid-down shorts and strapped, belted leggings, the latter of which look sturdy enough to act as grips to help pull her. However, she is <i>seriously</i> jammed in there! The frame of the filing cabinet has bulged out around the woman's hips, conforming tightly to her powerful figure. What little space lies between is largely occupied by the tentacles that were trying to drag her inside - notably, a large tongue hanging limply between her legs - shorts noticably damp in places - and a number of smaller tendrils the lie either hanging from the dented edge of the shelf, or draped from her waist.
<br><br>
Deciding that just pulling would be an extremely bad idea, Mio clears her throat - an odd habit that doesn't benefit her vocal transmitter in the slightest - and officially announces her presence. <span style="color:#E5CEF3">"Ah... hello?"</span> she mutters, before shaking her head and speaking up a little louder. <span style="color:#E5CEF3">"Are you alright? I'm going to try to get you out, but if you have any input on that!... That'd be great!"</span> she continues, biting her lip slightly. She has no idea what she's doing.
<br><br>
<div class="noClickorSelect"><<spoiler 3.5 3.5>><span style="color:#ffbad5"><b>"Hello?... Oh, I've been here for hours, thank you! I'm afraid I can't hear you very well... b-but I have an idea! In the Byproducts Lab, you should be able to find some small canisters of various prototypes."</b></span><</spoiler>></div>
<br>
The woman trapped within sounds uninjured and healthy, at least. Just awkward! Mio notes that she has an incredibly soft, gentle voice despite her size. She also notes that this really isn't helping her discern what the woman is saying through the padding of metal, tentacle-flesh, and spatial distortion. As she speaks, she emphasizes her words through her incesscant and frankly distracting rump-wiggling.
<br><br>
<div class="noClickorSelect"><<spoiler 3.5 3.5>><span style="color:#ffbad5"><b>"If they're still there, the <i>yellow</i> canister is full of extra-slip lubricant! But-- um, whatever you do, don't use the <i>orange</i> canister! It's a rejuventation tonic! Oh, I hope you can hear me..."</b></span><</spoiler>></div>
<br>
The trapped woman trails off after this, before giving a long, frustrated sigh. Mio purses her lips to one side. Right. That... might take some playing back in her head to figure out. The sole keywords she could definitely make out were <b>Byproduct, Yellow,</b> and <b>Orange.</b> Mio decides it would be best to investigate this lead first. In the meantime...
<br><br>
<span style="color:#E5CEF3">"Alright, I'm... going to see what I can do! In the meantime, uh, hang in there..."</span> she mumbles awkwardly, patting the cabinet twice. The woman within sighs again.
<<if $MERCANOID_Lube is 1>>
<br><br><b>It dawns on Mio that the canisters she picked up in Byproduct Research are probably what she was referring to! But which one?...</b><</if>>
<<elseif $Quest_Cybernetic_Slip_And_Slide_Stage is 1>>
The giant woman trapped within the late Mimic is, unsurprisingly, still here. She seems to be able to sense when Mio draws near, judging by the slight tensing of her massive, exposed ass. Mio does the polite thing and tries not to stare at it... much.
<br><br>
<span style="color:#E5CEF3">"How are you holding up in there, Miss?"</span> Mio inquires with a glance over her shoulder, checking for threats. That incredible, metal-bulging posterior wiggles in what can only be described as a 'shrug'.
<br><br>
<div class="noClickorSelect"><<spoiler 3.5 3.5>><span style="color:#ffbad5"><b>"I'm alright... did you find the canisters yet? Remember: <i>yellow</i> is the lube, <i>orange</i> is a rejuventation formula!"</b></span><</spoiler>></div><br>
Her reply is, as usual, muffled beyond sane comprehension. Mio purses her lips and ponders.
<</if>>
<br>
<<if $MERCANOID_Lube is 1>>
<br>[img[$Orange_Canister_Icon]] <<link "Pour the Orange canister onto her hips" "Cybernetic Slip And Slide Content Check">>
<</link>>
<br>[img[$Yellow_Canister_Icon]] <<link "Pour the Yellow canister onto her hips" "Cybernetic Slip And Slide Yellow">>
<</link>>
<</if>>
<br><<link "(DIPLOMACY $Player_skill_diplomacy_actual/3) Try to get the victim to speak more clearly." "Cybernetic Slip And Slide Diplomacy">><</link>>
<br><br><<link "Step back for now." "Monster Pen D 1-2">><</link>>
<</nobr>>[img[$Orange_Canister_Icon]]
Orange Canister <<if $MS_Cybernetic_Slip_And_Slide_Science is 1>>- 'LAZARUS REJUVENATION FORMULA'<</if>>
A canister of an unknown substance. It is marked with a bright orange colouration, but no text. There's a number on the bottom but without a reference for it, it's useless. <<if $MS_Cybernetic_Slip_And_Slide_Science is 1>>Due to her research, Mio now knows that this is 'LAZARUS REJUVENATION FORMULA'.<</if>> <<if $MS_Cybernetic_Slip_And_Slide_Diplomacy is 1>>It was difficult to make out, but Mio is pretty sure that the trapped woman said this is the 'bad' one!<</if>>
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Orange_Canister_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Orange_Canister_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Orange_Canister_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Orange_Canister_Position to $I_K_Move>>
<</link>></div><</nobr>>[img[$Yellow_Canister_Icon]]
Yellow Canister <<if $MS_Cybernetic_Slip_And_Slide_Science is 1>>- 'HYPER-STRENGTH LUBRICANT'<</if>>
A canister of an unknown substance. It is marked with a bright yellow colouration, but no text. There's a number on the bottom but without a reference for it, it's useless. <<if $MS_Cybernetic_Slip_And_Slide_Science is 1>>Due to her research, Mio now knows that this is 'HYPER-STRENGTH LUBRICANT'.<</if>> <<if $MS_Cybernetic_Slip_And_Slide_Diplomacy is 1>>It was difficult to make out, but Mio is pretty sure that the trapped woman said this is the 'good' one.<</if>>
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Yellow_Canister_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Yellow_Canister_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Yellow_Canister_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Yellow_Canister_Position to $I_K_Move>>
<</link>></div><</nobr>><<nobr>>
<<set $I_K_Temp to $Yellow_Canister_Icon>>
<<set $I_K_D_Temp to "Yellow Canister">>
<<set $I_K_T_Temp to "Yellow Canister">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Yellow_Canister_Position to $I_K_P>>
<<set $Yellow_Canister_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Orange_Canister_Icon>>
<<set $I_K_D_Temp to "Orange Canister">>
<<set $I_K_T_Temp to "Orange Canister">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Orange_Canister_Position to $I_K_P>>
<<set $Orange_Canister_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<if $Player_skill_diplomacy_actual gte 3>>
<span style="color:#E5CEF3">"Alright-- <b>please repeat</b> what you <b>said</b>, but <b>focus</b> on the most <b>important words.</b>"</span> Mio requests, speaking loudly and intentionally over-enunciating certain words in demonstration. The trapped woman pauses for a moment - acknowledgement given only in the form of a slight wiggle of her remarkable moon-pale rear - before she gets her story straight and speaks up. It's still muffled, but it's a vast improvement.
<br><br>
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#ffbad5">"Um-- Right!... <b>YELLOW</b> is <b>GOOD!</b> But <b>ORANGE</b> is <b>BAD!</b>"</span><</spoiler>></div><br>
Mio sighs in relief. That was far easier to understand. She could clearly pick out <b>Yellow, Good</b> and <b>Orange, Bad.</b> <span style="color:#E5CEF3">"Right! <b>Thank you!</b>"</span>
<<else>>
<span style="color:#E5CEF3">"Uh... could you repeat that?"</span> Mio asks, rubbing a hand upon the top of her hair-sculpted helmet. The trapped woman seems to nod with her backside - a unique and bewildering sight - before she proceeds to repeat everything she just said verbatim.
<br><br>
Right. Right. That didn't help at all.
<</if>>
<<if $MS_Cybernetic_Slip_And_Slide_Diplomacy is 0>>
<<set $MS_Cybernetic_Slip_And_Slide_Diplomacy to 1>>
<<set $Player_skill_diplomacy_progress to $Player_skill_diplomacy_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Diplomacy.</b> Gained <b>50% Progress towards a Diplomacy point (<<= $Player_skill_diplomacy_progress>>% total).</b>
<<if $Player_skill_diplomacy_progress gte 100>>
<b>Gained a point in Diplomacy! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<link "Back." "Monster Pen D 1-2">><</link>>
<</nobr>><<nobr>>
<<set $Quest_Cybernetic_Slip_And_Slide_Stage to 3>>
<<set $Flakk_Safe to 1>>
Popping the seal on the yellow canister, Mio peers inside with one eye scrunched shut, the other one painting a soft glow into the metal-rimmed gloom. The substance within is clear, colourless, and jiggles with a remarkable thickness. Speaking of thickness, the trapped woman mumbles something and squirms. Mio glances up, then steps forwards, simply pouring some of the substance out onto the small of the woman's pale back - eliciting a surprised little gasp. Must be cold.
<br><br>
<span style="color:#E5CEF3">"Sorry- Hold on a sec."</span> Mio apologizes on reflex, pouring a good amount of the stuff out before she massages it around the victim's trapped hips. It's incredibly slick and slippery: Mio is confident that this must be some form of lubricant, or something that acts well enough as one. She risks a second layer, sensing no adverse effects from either the woman or the dead Mimic, almost emptying the can by the time she steps back to check her handiwork. With those ghostly pale sides gleaming in the harsh warehouse-style lighting of this room, Mio decides that it's now or never.
<br><br>
<span style="color:#E5CEF3">"Alright-- try to wriggle with my pulls, Miss."</span> Mio speaks loudly, glancing over her should briefly to check her perimeter. Nothing seems to be coming, not even from a read on her sensor horn, so she steps forwards again and wraps a hand tightly around one of the belted straps either side of the giant woman's hips. She confirms her readiness with a little shimmy and a mumbled noise!... and Mio leans back with a huff, feet dug into the ground, arms tensing as she pulls tightly. Nothing happens - at least, it seems that way. Mio relaxes, tugs the woman from side to side, then pulls again, harder!
<br><br>
<b>SChhhhlllrp!</b> <span style="color:#E5CEF3">"Ah?!--mmph!-"</span> <span style="color:#ffbad5">"Aaaah!!--Ooofh..."</span>
<br><br>
After a blurring flurry of movement, the imposingly tall woman sits awkwardly on her backside, legs spread out, arms planted either side of her body, head spinning from the sudden return of proper circulation to her head and limbs! That is, the parts of her limbs that aren't intimidating black-hewn cybernetics. She hastily adjusts a triple-belted detached collar from her neck to around the lower half of her face, hiding a fearsomely bright blush against her ghostly visage as she looks around in bewilderment, pink, glowing eyes casting light trails as they flit to and fro. How bizarre... where did the nice lady who saved her go? She frowns, her fluffy mane of pale hair swaying with each turn of her head.
<br><br>
<span style="color:#ffbad5">"U-um... hello?"</span> she murmers, muffled by her collar instead of the insides of an overly ambitious Mimic this time.
<br><br>
<div class="noClickorSelect"><<spoiler 4.5 4.5>><span style="color:#E5CEF3">"Nrrrmph!--"</span><</spoiler>></div><br>
The reply is more felt than heard, vibrations rushing through the oversized Cyborg's liberated backside. Those pink eyes widen in shock and embarrassment as she finally looks down, now noticing Mio's armoured legs splayed between her own, the Android's head-- hell, her entire upper body! - trapped beneath the Cyborg's massive ass! She leaps to her feet with a horrified squeal, hopping up on the spot to pull her shorts up despite the lubricant still slickly clinging to her hips, babbling out apologies so rapidly that they blur into one another. Mio, for her part, stares up at the ceiling for a moment. She blinks, clears her throat, then sits up before pulling herself to her feet proper, brushing herself off and raising her hands to try to signal the Cyborg to calm down. Slowly but surely, she does - apologies becoming quieter, and finally ceasing altogether as she stands awkwardly fiddling metal fingers together, peering over her collar as she buries her head into it.
<br><br>
<span style="color:#E5CEF3">"Well... That didn't go perfectly, but you're free. That's the important part, right?"</span> Mio smirks slightly, rubbing the back of her head. It's an attempt to diffuse the tension a little, but the big woman just nods twitchly and fiddles her fingers harder. Not deterred, Mio places a hand upon her own chest. <span style="color:#E5CEF3">"My name is Mio. May I have yours?"</span>
<br><br>
<span style="color:#ffbad5">"I-- oh, I-- F-Flakk. This one is designated Flakk."</span> the giant stammers out, her attitude and whisper-like voice in such stark contrast to her massive body and menacing-looking augmentations. Still, it doesn't take a genius to know what she is: Mio can clearly recognize that this woman is a Befrar, a member of a cybernetic collective - almost certainly unwillingly so - who were the aggressors in The Second Pan-Galactic Conflict.
<br><br>
Mio hadn't been created back then. But the stories are legendary. Man, woman and everything between taken and converted into rampaging battle machines... again, in stark contrast to the jumpy, nervous woman before her today. Mio decides not to question it. After all, she knows a thing or two about not being in control of her actions... <span style="color:#E5CEF3">"Flakk."</span> she repeats with a reassuring smile. <span style="color:#E5CEF3">"We've got a safe room set up in the new staff quarters that were under construction. Are you familiar with where those are?"</span>
<br><br>
<span style="color:#ffbad5">"Oh!... yes... yes, I am. There's more people there?..."</span> she asks, continuing to fidget. Mio, unsure of whether that's a problem or not, hesitates before nodding. Flakk takes a moment, then glances down, her arms finally coming to a rest by her sides. <span style="color:#ffbad5">"Right... right... good. The people here are... good to me. I'll head there now."</span> she says with a determined nod, glaring at the door from over her oversized collar. Before Mio can offer her an escort, the huge Befrar strolls out of the habitat room, the floor practically shaking with each step she takes!
<br><br>
... She'll be fine. Probably. If the pressure warnings Mio just got from getting her face sat on are any indication, gal's a serious heavyweight hitter.
<br><br>
<i><b>Flakk</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Flakk_Safe to 1>>
<br><b>'Cybernetic Slip and Slide'</b> complete! <b>Mio</b> has gained <b>100 exp!</b>
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">><<include "Marker Cleanup">><<include "Monster Pen Markers">><<set $map_8_marker to $icon_marker_blank_24>>
<br><br><<link "Back to the Mission." "Monster Pen D 1-2">><</link>>
<</nobr>><<if $fantasize is 0>><<set $Player_class to "Cybernetic Cellmate">><<set $Bad_End to 1>><</if>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>Popping the seal on the orange canister, Mio peers inside with one eye scrunched shut, the other one painting a soft glow into the metal-rimmed gloom. The substance within is clear, colourless, and jiggles with a remarkable thickness. Speaking of thickness, the trapped woman mumbles something and squirms. Mio glances up, then steps forwards, simply pouring some of the substance out onto the small of the woman's pale back - eliciting a surprised little gasp. Must be cold.
With that, she sets about massaging it around, attempting to get the substance - what feels like and must surely be lubrication - good and soaked in for another attempt at pulling the massive woman free. However, as Mio does this... she catches a twitch out of the corner of her vision.
It wasn't her. And it wasn't Mio, either. It was one of the limp, dead tendrils around the organic 'lip' created around the victim's hips... now very much <i>alive.</i> Mio's eyes widen as colour returns to the choked-out Mimic's flesh with shocking speed, spreading in splotches until it's entirely reanimated! Reanimated, and <i>improved.</i> The woman trapped within gives a muffled noise of surprise as the filing cabinet shudders and rattles - a shockingly convincing noise - and then expands!
More specifically, the drawer around the giantess' hips bellows wider, stretching the frame of the cabinet up to and beyond its limits, metal bending in unnatural, spatially-distorted ways. What was once an impossible obstacle is now easy: the cybernetically-enhanced victim tumbles forward with a surprised gasp. Mio panics, and grabs her legs; folding them under her arms as she heaves backwards. She drops the canister in the process... two mistakes that prove to be the undoing of her mission.
The rejuvenated Mimic isn't satisfied with just a little size-changing trick! Hardly. It sends a torrent of tentacles out to coil and wrap around the woman halfway within it, dragging her in with a tighter grasp. Mio grunts as she plants her feet and pulls back, managing to wrap her hands into the belted straps of the woman's odd leggings - but a fatal flaw in her logic becomes apparent when those seemingly endless tentacles finish bundling up the giant and snake down her body to grab the Android, too! Mio swears in shock when a pair of girthy, bruised-pink tentacles dance up her arms and loop, locking them together in their grip around the woman's massive thighs.
The Synthetic tries to think fast, but a glance up at the Mimic's distorted inner dimension makes her vision flash and her biomechanical brain glitch in protest, briefly dazing her. As more tendrils slither across her frame and begin to support her weight up and off the ground, it's a trivial matter for the enhanced Mimic to simply pluck her into the air and <b>tug.</b>
<span style="color:#E5CEF3">"Shit!--"</span> Mio gasps through error-flashing eyes as the yawning maw of the Mimic opens up wide before her, a feeling most strange rocketing through her very being as she's pulled from the rules of one world and into another, twisted and shrunk as she's packed into the Monster's inner realm with such a sizeable cellmate. But she doesn't have time to examine the woman properly - not while hope of escape exists yet still! Struggling against her slimy, living bondage, Mio pushes and tries to head towards the shrinking light... wait, shrinking?!--
<b>SLAM.</b>
The drawer hastily shuts with enough force to rock the filing cabinet backwards, just barely tilting forward again and wobbling a few times before it comes to a contented standstill. The distorted frame is back to normal, just like that. The sounds of the organic chaos and the two trapped woman within? Totally cancelled out. The only thing left in the room that lies amiss is the canister on its side, contents slowly drooling out... now very much proven to <i>not</i> be lube.
<<linkreplace "Signal Distorted.">>----------------------
Mio grunts as she's forced onto her stomach atop the far larger woman, who's stuck reclining on her back - both with their arms submerged in the meat around them, growing from the walls to engulf them up to their shoulders. With her head resting between the giantess' - well, gigantic tits, the Android still can't help but notice how much larger the organic restraints are around her new cellmate's arms. Her cybernetics must be even chunkier than Mio's!
Furthermore, within this organic gloom, there are two light sources! Not just the glow of Mio's eyes, but also that of the Cyborg's: a faint pink, gazing down at her from above. Are they tilted at an angle together, or is it just a trick of disorientation? Mio grumbles, then squirms, trying to free her arms.
<span style="color:#ffbad5">"Um-- I don't think that's going to work, Miss... Even a small dose of the Rejuvenation Formula will... have made this Monster considerably stronger..."</span> the Cyborg finally speaks, catching Mio by surprise. It's not that her voice is booming or intimidating in any way - no, quite the opposite! Quiet, reserved, surprisingly calm, with a need for breaks every few words, as though short of breath. Mio can't make out her face save for those eyes, a strange triple-belted loose collar worn around her neck and lower face; but what she can see of her eyes is a reassuring gaze, not frustrated or blaming in the slightest.
<span style="color:#E5CEF3">"... I thought it was lubricant."</span> Mio admits with an embarrassed huff. The giant laughs slightly - rocking Mio back and forth upon her belly, making the Synth aware of the sheer size difference between them.
<span style="color:#ffbad5">"Yes, Byproduct Research Staff... don't label things very well. So many complaints... but, not my department..."</span> she explains with a sigh, giving a testing pull of her engulfed right arm, frowning a little. <span style="color:#ffbad5">"Thank you for trying!... and sorry for... this."</span> she offers awkwardly. Mio sighs a little with another squirm, but decides to reassure the giantess - she's been nothing but polite in the face of Mio's incorrect choice, after all.
<span style="color:#E5CEF3">"It's hardly your fault. Why-- ugh, why is it just holding onto us?"</span> Mio remarks out loud, unsure of anything regarding her surroundings past the pale canyon of the Cyborg's bust and her face. She pauses for a moment with a frown as she considers.
<span style="color:#ffbad5">"It... may have run out of energy when it expanded to capture and contain both of us. Spatial distortion is... taxing to maintain, so... given how much we're exerting it, it should... probably give up and spit us out soon. I would expect some... light groping in the meantime, but... nothing serious."</span> the Cyborg explains. Mio perks up slightly with a sigh of relief, allowing her face to rest cheek-first against one of those huge tits, sinking into it slightly.
<span style="color:#E5CEF3">"Well... that's a relief. I was worried that we'd be stuck in here for--"</span>
<<linkreplace "Meanwhile, outside.">>----------------------
The filing cabinet's lowest drawer pops open! Not the one that gobbled up the Cyborg and the Synth, unfortunately for them. Instead, this one opens just a crack so that a single tendril can slither out and up, snaking through the air towards the discarded canister on the ground. It scoops it up - along with a quantity of what was spilt, thick and jelly-like - and reels it in, the canister briefly bashing on the edge of the drawer before it opens just enough to drag it inside and slam back shut.
A beat passes.
The filing cabinet suddenly trembles.
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#E5CEF3">"Wait, what the?!-- OUGH!-- Th-this isn't 'light groping' at all!!-- OH FUCK!!"</span><</spoiler>></div>
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#ffbad5">"Oh my-- I think it found more OoOOOIHIH-- f-formula!! Oh gosh, we're in for it noOoOOOOWW--"</span><</spoiler>></div>
Within seconds, the cabinet begins to rock violently back and forth, forward and back, juddering upon its stubby metal 'feet' as the super-empowered Mimic sets about enjoying its prizes, snug and safe within! After all, it's not every day that one dies, comes back to life, and gets twice the reward for it! Best not to look gift horses in the mouth.
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#E5CEF3">"OH FUCK-- IT'S SO BIG!! S-SLOW DOWN, OH--"</span><</spoiler>></div>
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#ffbad5">"HYI--HYI-- HAH-- TH-THERE'S NO NEED-- OIHH!-- TO BE SO-- ROUGH!!-- OOUH!!--"</span><</spoiler>></div>
... Speaking of mouthes, best not to ignore such fine examples, either!
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#E5CEF3">"FUck-- HNGh-- I'm-- I'm gunna brea-GGHPH!! MPH-- MMMNHH!!~"</span><</spoiler>></div>
<div class="noClickorSelect"><<spoiler 2 2>><span style="color:#ffbad5">"O-oh my, your jaw stretches so faaAAGCLK-- GLKH-- GLKH-- GLHK~"</span><</spoiler>></div>
As the Mimic sets about properly stabilizing both its shell and its dimensional hold around its two heavyweight treasures - one big, one small - the frantic, cacophonic rattling of metal begins to die down, as do the sounds of those trapped within as layers of extra soundproofing are formed to ensure that the cunning Monster won't be robbed of its wonderful prizes.
<div class="noClickorSelect"><<spoiler 4 4>><span style="color:#E5CEF3">"MmMPHG~-- MMGH~ GLLHK-- HYIPH~-- GLUHK~"</span><</spoiler>></div>
<div class="noClickorSelect"><<spoiler 4 4>><span style="color:#ffbad5">"GLGH~-- GLLLKH!~-- HYOUUPH~- MPGHH~-- GLRK~--"</span><</spoiler>></div>
The sounds fade away into the background hum of the fluorescent lights above, reducing the unassuming Monster Pen to peace and tranquillity once more.
Indeed, the only hint that two women are trapped within any of the identical filing cabinets lining the industrial shelves is that this one has two labels out of place, one upon each top drawer's slot:
'CYBORGS' and 'ROBOTS'. ♥
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><</linkreplace>><<nobr>>
<<if $Player_skill_science_actual gte 3>>
Mio has to pick her way through a lot of unpleasantly squishy Hive infestation, but she eventually pulls out a number of laminated cards that detail some quick references to current projects, listed by numbers.
<br><br>
Of particular interest are the Yellow and Orange canisters reference numbers, labelling them respectively as:
<br><b>HYPER-STRENGTH LUBRICANT</b>
<br>and
<br><b>LAZARUS REJUVENATION FORMULA</b>
<<else>>
Mio grimaces as she finds herself wrist-deep in tentacle flesh and infestation, but can't find any recognizably useful in amongst the mulch. It's all just nerd shit, damnit!
<</if>>
<<if $MS_Cybernetic_Slip_And_Slide_Science is 0>>
<<set $MS_Cybernetic_Slip_And_Slide_Science to 1>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<link "Back." "Byproduct Research 1-1">><</link>>
<</nobr>>The monitor sticks out like a sore thumb in the gloom, glowing bright and shiny, the only one in a bank of four workstations that isn't either offline or engulfed entirely in hive-flesh. It seems to be an idle state, with TentaCo's logo - two tentacles arcing away and back towards one another before tangling into a heart shape - reduced to a low-colour screensaver. Not seeing any obvious compatible access ports with the terminal, Mio sighs inwardly, casts a glance over her shoulder, and then disturbs the pad to wake it up, curious as to what info she might glean from it.
She almost jumps away in shock from the sudden dialogue!
<span style="color:#5DB8DE">"--espite the rapid mutations, a majority of the safeguards-- o-oh, <b>good heavens</b>! -- remain in place, such as the ceiling on growth..."</span> a feminine voice trails off; well-spoken, well-read, a touch demure and, knowingly or otherwise, sultry as can be. However, the screen shows little more than an assortment of warning popups for overdue updates, one having opened every 5 minutes... ah, there, in the corner! Movement from a window beneath them all! Mio fumbles with the pad, closing or haphazardly moving the popups until the video feed beneath is excavated.
It's a living quarters, and a rather large one at that. A large, reinforced bay lines the opposing wall, granting a breathtaking view of VI-16's lunar surface, grey rock painted a faint lavender by the star burning far off in the distance. The size of the room, coupled with the lack of personalized decor, indicates that it's one of the guest habitats - the single occupant visible on the feed reinforces this, for her outfit strongly defies the expected dress codes of scientists, security officers and technicians...
The chestnut-brunette Elf is dressed like a witch! Her outfit - at least, the parts of it that haven't been stripped from her - is comprised of many shades of blue, from almost obsidian navy hues to brilliant, electric-toned trim and highlights, broken only by accessories of white-silver. Some of it - the long, separated sleeves, the cape and translucent, hip-hugging shawl - is flowing and breezy. Other aspects - the thigh-high stockings with crescent-moon decor at the top, the glittery miniskirt and attention-enforcing corset - cling so very tightly to her curvy body, skin light but with a healthy glow, unblemished save for a single little black mark high up upon her left breast. A wide hat with a brilliant-blue band and another moon-shaped charm resides lopsidedly upon her full, shoulder-length hair, and her scarlet lips - full, shiny - stay twisted slightly to the right in an odd mixture of concentration and distraction, mirrored in dazzling coral eyes... erm, eye, at least. The right is screwed shut.
She can hardly be blamed for the look on her face, for a rather large and persistent tentacle monster has her on her knees upon a queen-sized bed - covers strewn about wildly - and thoroughly restrained, arms engulfed behind her back, spine arched deliciously against the faceless being's bulky body. It's a dull, dark green by comparison and contrast, almost blending into the background of the low-quality vidstream. Thrust right in the foreground, however, and thus impossible to miss, are a pair of malformed, unevenly-sized hands hefting the mature Elf's breasts in a constant, lewd massage, the cups of her corset lying uselessly beneath her freed jugs.
A crude word, Mio realizes as soon as she thinks it, but one that fairly communicates just how <i>stacked</i> the woman is!
<span style="color:#5DB8DE">"At least-- <b>oohf!--</b> At least I hope so. Subject has continued tooOOoo~ apply magic through these 'hands', if they can be so-called, r-roughly every ten minutes. Unn--uuuooo~!--<i>unsure,</i> ahem, if this is to maintain the enchantment, o-or an attempt to push past the aforementioned size ceiling..."</span> the Elf trails off, shifting slightly but going nowhere fast, a huff escaping her lips before she can stifle it by biting down upon the plush flesh of her lower one - pearly teeth. <span style="color:#5DB8DE">"Which, I note with some degree of-- of <i>ire,</i> seems to be a mere cup-size - give or take - a-above <b>mine.</b>"</span>
Mio blinks, then does a quick mental calculation from the size of the unfilled corset cups beneath. That must be a hell of a sight, if true. Wincing at her own foolish priorities, she tries very hard to shunt her focus onto the rest of the room behind the Elf, whose captured form takes up the bulk of the camera's view. Occasionally she blurs into indistinction thanks to auto-focus, giving Mio a glimpse of documents on a deck behind her... upon which lies a keycard, info-side up! Those focus-slips are too fast to bring it into proper focus, however... and so, the Android awaits an opportunity, eyes recording every last detail, ready to playback and fetch the code printed upon it.
This means, for now, watching the pretty, curvy Elf giving her oddly scientific assessment of the monster treating her as though she were cattle at a market. Frowning, Mio taps the microphone of the terminal on her end, but the lack of reaction confirms one of two things; either this is an old recording - unlikely, given that it was playing in the background this whole time - or the terminal's been damaged, silencing any effort to respond. This begs the question, however, as to why the Elf is narrating her experience in such a clinical manner. Perhaps she's just the sort to make the best of a crisis?
A sudden <span style="color:#5DB8DE">'<i>ooh!'</i></span> and shudder from the 'witch' makes Mio jump - her focus was on the desk - and take notice of those squeezing hands, each finger of which sinks deeply into flesh to the point of near-total submergence. More to the point, however... they glow brightly at the palms, lighting the woman's hefty chest brightly for a moment - the glow ceases, and she, in turn, relaxes, long, dark lashes fluttering for a moment as she shivers.
<span style="color:#5DB8DE">"A-as demonstrated, the application of this magic iiis~ e-entwined with a pleasure spell of-- of moderately high potency... which, when c-combined with the pheromone miasma in the air, has left me <i>quite</i> out of sorts. I estimate I-- Mmf, I <i>may</i> run into difficulties maintaining my vocabulary within the next four-to-five hours."</span> she notes, tilting her head to the left and then the right as her captor switches up its technique, now lifting her left tit up in a possessive squeeze, rolling it tightly in that four-fingered palm, and then relaxing... before repeating with the right. <span style="color:#5DB8DE">"On that note, the length of dry periods is diminishing with each release, to the point where-- O-ooOH!--"</span>
The Elf works very hard to stifle a look of unabashed pleasure that attempts to conquer her face, triggered by a sudden two-handed squeeze and the resulting spray of milk from her stiff nipples! The monster relents immediately, leaving small beads of the white stuff speckling the Elf's plump areola as she raggedly huffs, gorgeous orange eyes darting left and right at something unseen.
<span style="color:#5DB8DE">"Mm. As I thought... three minutes quicker than last time. The unnatural levels of s-sensitivity are increasing, too- oh <b>good gosh</b>, and it's <i>much</i> faster to react, too!--"</span> she shivers to a halt, biting her lip as a pair of tentacles with cupped tips emerge before her and latch onto her heaving, cream-laden bosom with expert accuracy. They settle upon her body with gentle pushes until the cups lie flat against her flesh... and then they retreat by a few inches, revealing the cups to be partially transparent, the pink tone of her nipples dulled by the slightly cloudy, milky consistency of that membrane. <span style="color:#5DB8DE">"-- With this acceleration in mind, I <i>may</i> revise my estimate from four-to-five tooOOO THREE--<b>T-TWO TO THREE!~</b>"</span>
Mio can't help but put a reflexive hand to her chest as she watches those cups swell from a sudden torrent of milk, squeezed fresh from the source by the mutated monster's massage! The Elf shivers and writhes, head tilting left and right, breath caught shallow in her throat as she visibly buckles beneath waves of relief and pleasure, those cups growing larger and larger!... before they suck down, pulling the reservoir of creamy delight down the tentacles in thick bulges. One, two, three, f-- Mio blinks, hand against her chest tightening, trying very hard to focus on the desk once more. It's an ideal moment - the more the witch moves, the more chance there is of the keycard coming into focus.
<span style="color:#5DB8DE">"W-whilst I <i>appreciate--</i> OH!-- the design intention of a low-cost iiIiIiiindustrial aid to d-dairy generation-- oh my <b>WORD!~--</b> I-I really must <i>stresssSS~</i> that i-in its current state, P-prototype CM-X3 is <i>likely</i> to cause per--perm--<b>permanent</b> mental and physiological changes in partners!"</span> the educated witch remarks through her haze of pleasure, Mio gripping the desk with her free hand in herculean concentration. Don't look, don't look, don't-- The card! It's a mere split second, but Mio is able to play it back in her head. Unfortunately, from this angle, she can only make out the first digit... <<= $Blankenship_Code_1>>.
Relaxing slightly, Mio lets her gaze drift back leftwards, unable to maintain a neutral expression, awe clearly written upon her pretty sculpted face as those cups practically runneth over, the witch's own gaze now barely focusing upon her own chest. Those palms are glowing again, and it's obvious that it's taking incredible effort for the Fae woman to maintain what little composure she has left, pleasure increasing further still.
<span style="color:#5DB8DE">"With that in mind... a-a-nd-- ngh, and given that the vast majority of my wardrobe <b>already</b> has to be custom tailored..."</span> she begins, forced to stop with an eye-rolling lip bite to stifle some choice moans before they can escape. <span style="color:#5DB8DE">"I would very much appreciate it if-- <b>Oh,</b> my <b>stars!--</b> i-if anyone listening to this might come and spare my clothing budget the wrath of an extra <b>cup siiIIIIZE!~</b>--"</span>
She tosses her head back with a warbled cry, shock married with lust upon her face - what little of it can still be seen in this angle - as her hat is finally dislodged, slipping off of her head entirely with her bucks and heaves, even greater surges of milk slurped from her overburdened chest.
Mio bites her lip herself and straightens up. Right. Whoever this oddly-dressed woman is, she isn't a priority target... but ignoring her doesn't sit right with Mio. The thought makes her frown, those subtle worry-lines upon an otherwise eerily perfect complexion burrowing into place, deepening as the Elf's distorted whines of relief and desire echo tinnily from the ruined terminal. Mio turns her attention back to the video feed, only to frown all the deeper when the image flickers and distorts, recovering to a familiar scene moments later. It's looping! It seems this footage is corrupted... perhaps this is just a clip of a longer video?
<<if $fantasize isnot 1>><span style="color:#61EC68"><b>The first digit to suite B-3 has been learned: <<= $Blankenship_Code_1>>.</b></span>
<<if $MERCANOID_Blankenship_Quest is 0>><b>Started Quest 'The Chesty Professor'.</b> Check log for more details.<br><br><<set $MERCANOID_Blankenship_Quest to 1>><</if>><<link "Back" $MERCANOID_Blankenship_Clip_1>><</link>><</if>>Mio taps the input pad and is immediately greeted by an error code. Something about full playback being impossible due to corruption, but partial recovery finished. Her eyes trail from the window to what's behind it... The Elf woman in that witchy azure outfit! Dismissing the error, the Android leans in and scrolls back as far as the clip will go, the angle having changed slightly compared to the first one she found. This must be later... perhaps she can ascertain more of the door override code from this snippet?
She definitely isn't doing this out of voyeuristic curiosity. Not one iota! Mio hits play, the haze of glitchy corruption and discoloured squares tumbles away, and her jaw almost hits the floor: though the first thing she beholds is not a blessing to the eyes, but to her aural sensors.
Thick, heavy <b>THWAP, SMACK, WHAP</b> noises.
<span style="color:#5DB8DE">"--m now convinced - granted, not with absolute proof, but with a health dose of suspicionnn-- <b>S-stars burning bright!!--</b> th-that this subject possesses, as part of its magical capabilities, a minor neurological alteration effect-- <b>Oh, I can hardly even hear myself think!--</b>"</span> the erudite Elf groans in heated frustration. It's a valid complaint; Mio is having trouble hearing her too, what with the misshapen monster pinning her to the bed with its uneven, trunk-like legs knelt either side of her torso, a truly <b>prodigious</b> shaft nestled neatly between the flustered Witch's wobbling, weighty tits. Wobbling, of course, because of the jackhammer force and pace with which it's fucking them... anchored only by the runaway Monster's gigantic, lumpen mitts - fingers sinking into each breast callously, possessively - and by pair of cup-tipped tentacles latched greedily onto each teat, conforming tight upon and around her aching nipples and visibly compressing and bloating with the reward of their incessant sucking.
Mio isn't sure she'd be able to concentrate in a situation like this either, but it's a little difficult to empathize: even with this Gynoid torso replacement, her chest has merely upgraded from 'flat' to 'irritating'. That the Elf's chest so readily and entirely swallows the brute's pulsing prick is nothing to do with his size and everything to do with <i>hers.</i> Each thrust provides only scant moments of visibility of the last two or three inches of that mutant monstercock, a somewhat blunted head pulsing and occasionally flexing out sprays of milky-clear slime that the Elf is sometimes able to twist her head to avoid... and often times is not. Still, that her face is not buried beneath layers of white is a mystery soon solved by the noticeable build-up of smeared lipstick upon that throbbing head - it's not that the Monster hasn't cum, merely that it's being put away neatly. As the crimson-cheeked Professor herself, with her arms entangled in tentacle-flesh above her head, goes on to explain...
<span style="color:#5DB8DE">"Where was I... O-oh, the longer this goes on, the deeper these gulfs of concentration sink!-- Ah! -- ANH!!-- YeesssSSsSsss-- th-that was it-- neurological alteration!-- wh-while I readily admit that hours of intense pleasure could simply be taking their toll on my mental state and inhibitions, I simply must v-voice my suspicions that this Monster is pumping positive evaluations of this situation straight into my mind! F-for example, I was initially most taken aback by his yanking of my uniform and the brutish manner in which he tossed me to the bed to m-m-<b>mount</b> me like some sort of aaAAaah!~--a-animal, but now that... a-an amount of time I can no longer accurately track has passed, something about this behaviour feels almost... e-endeaAAee--endearing!!--"</span> she gasps, her pretty eyes swivelling inwards for a moment as the brute's hands visibly clench inwards, a fresh pump of milk coursing through those opaque tentacles. <span style="color:#5DB8DE">"F-furthermore!-- whilst the subject is objectively hideous - you should consider yourself fortunate that the recorder's angle cuts him off from the ribs down-- I find myself struck with a growing, heated sensation of amorous attraction deep within my chest-- y-yes, even behind these rather more urgent and attention-demanding burning aches and constant impacts! - e-even though I can assure you, viewers - if anyone is still out there!-- that he is most certainly NOT my usual type!"</span>
Despite this insistence, the Elf gasps when the beast bucking its hips upon her chest bellows out an alien snarl, his pace becoming uneven but all the more aggressive. Whilst Mio feels a pang of concern for the woman, she reacts calmly and opens her mouth wide, those plush, rouge-smeared lips an inviting target for the lurching lout to slide home into with a doubled-over slouch, twitching and grunting in tandem with the Elf's muffled groans and loud, lurid swallows. It's a perverse display that most plays out aurally, affording Mio a moment to come to her senses and tear her gaze away to look for the desk with the Professor's card upon it... she feels rather ashamed of her own lapse in concentration there. But-- ah! There it is!... oh, you've got to be kidding-- it seems to have been dislodged by the position change, and even with this new angle, Mio can only make out the second digit: <<= $Blankenship_Code_2>>.
A shockingly vivid <span style="color:#5DB8DE">'Mwah!'</span> pulls Mio from her investigations of that card, attention snapping back onto the Elf as she draws her head back, lips lingering on that shaft... cheeks hollowed, ever so slightly, her eyes lidded and heavy with confusing emotions. She suddenly blinks, shakes her head, then disengages from that shaft entirely -- even as the bastard begins to rear back to thrust between those slippery, slime-slick mountainous milk-factories once more! <span style="color:#5DB8DE">"E-erm-- case in point! I suspect that, along with the direct applications of magic given to my chest, similar effects are imbued through consumption of the subject's seminal output... w-which is great in its volume, remarkably thick in consistency, quite likely nutritionally complete, and may or may not -- b-but I find myself increasingly leaning to 'probably may' - have greater aphrodisiacal effects than the magic touch alone."</span> she stammers her way through her hypothesis, lips hanging open once she stops talking, a huffing pant escaping her with each thrust when she isn't speaking. <span style="color:#5DB8DE">"N-now-- I recognize that it is thus unwise to keep consuming it, but when the alternative is getting this stuff in my hair, you'll quickly understand that I have little other opt-opt-opt-opt-opt-"</span> -- <b>Zzzzzzzzzzzzzzrk.</b>
Mio blinks as the clip suddenly begins to loop again. <span style="color:#5DB8DE">"--m now convinced - granted, not with absolute proof, but--"</span> and so on. She's two digits down... but she worries how old this recording may be. She feels compelled to find the final digit, and quick!
<<if $fantasize isnot 1>><span style="color:#61EC68"><b>The second digit to suite B-3 has been learned: <<= $Blankenship_Code_2>>.</b></span>
<<if $MERCANOID_Blankenship_Quest is 1>><<set $MERCANOID_Blankenship_Quest to 2>><</if>><<link "Back" $MERCANOID_Blankenship_Clip_2>><</link>><</if>>Mio quickly dismisses the error messages, even as she fears that she'll find the Professor further burdened of breast and further bereft of brains! To her shock, however, the image clears not to a sight of the Elf splayed on her back in mindless bliss... But on her knees, arms flexing and wrapped tight around her massive endowment, milking the Monster on her own terms! Exhaustion and determination dance in interminable opposition across the shuddering of her body against her constant ministrations, against the winces on her face against the burning resolve in those bright coral eyes.
Makeup runs, hair clings in loose strands to sweat-slick skin: but still she keeps going, her ample bosom spilling out either side of her own hugging grasp as she lifts up to engulf the Monster's pulsing head!... and then <b>SMACKS</b> back down into his lap, the freak's misshapen muscles tensing each and every time. For her efforts, the beast shows no signs of desire to change positions again - especially not when she dips just a little lower, enough to take his last couple of inches into the heated embrace of her mouth... gentle sucks and drawn out slurps joining the chorus of flesh upon flesh.
<span style="color:#5DB8DE">"Mmmm--wah!"</span> she exclaims as her lips <i>-pop-</i> away from that quivering cock, her tongue hanging free for a moment to let drool slip from her mouth to add to the already ample lubrication glistening between her well-fucked breasts. It's... definitely a lurid display, but the Professor goes on to explain... <span style="color:#5DB8DE">"Now-- as you can see!-- and in accordance with my hypothesis-- the subject simply isn't-- prepared for such eager-- toppish behaviour from its partners!-- In this position-- I am afforded a number of-- advantages!-- For one, given that I control the-- pace of the encounter now, I-- can avoid swallowing more of the-- subject's almost certainly magically-enhanced... l-loads."</span>
The exertion she's feeling is abundantly clear. She has to interrupt herself with each lift and release of her massive mammilla, but it's a change from the flustered gasps and swears of the last two clips -- swears by her standards, Mio assumes. But still she soldiers on, even as the brute's hips begin to twitch and buck in tune with each introduction of pillow-soft, bed-heavy breasts to his body!
<span style="color:#5DB8DE">"--To which, again, I shall demonstrate-- <i>-MmmMMmmmmouugh...-</i>"</span> she cuts herself off, eyes lidding heavily as she once again takes him into her mouth, the sheer amount of lipstick staining the end of that shaft leaving no doubt as to how many times she's done this now. Even as she sucks him, however - bobbing and twisting her head to the best of this positions ability - she keeps those lidded eyes focused on his body, looking for a telltale sign that... ah! She suddenly disengages with a loud gasp, sinking back down, that end of that obscene prick nestled between her shoulder and neck as she tightens the embrace of her chest around his leaping, well-edged girth! With it worn upon her shoulder like some sort of heavy ballistic weapon - tip pointed well away from her face and precious hair! - she jostles and sways her heaving tits around him, pushing him over the edge with a gurgled roar. Mio can only watch in amazement as the fiend's foul seed blasts from him in uneven ropes, arcing over the Professor's shoulder to splash harmlessly down behind her... all as she continues to squeeze and torment the monstrous fellow, not letting his climax end before she sets about dragging her ample breasts up to the tip and settling back into that easier, initial position to resume the process all over again.
<span style="color:#5DB8DE">"As you can see!-- this has reduced my intake-- of the subject's enhanced semen by-- a significant percentage!-- I can feel a substantial recovery-- of my cognitive functions-- though some effects!-- like a bizarre attraction to the frankly hideous visage-- remain! The only issue-- is that I must confess-- that my arms are becoming-- <i>quite</i> tired, a-- problem I can remedy with-- the rejuvenating effects of!-- yes, you guessed it-- the subject's... cum. This, in-- tandem with my arms and often mouth being-- occupied, as it were-- reduce any chance of me-- preparing counterspells in order-- to escape this situation. It would-- appear that-- we are locked-- into!-- a!-- stalemate!--"</span> the Elf's eyes widen as the Monster begins to shudder and hump into her awaiting cleavage, catching her off guard. <span style="color:#5DB8DE">"B-but as with any-- experiments with!-- living subjects-- change is a constant-- and inevitable!-- state of affairs!-- Therefore, I <i>DO</i> hope-- oh, calm down you wretched stud!-- that I am relieved-- of my burdens-- sooner rather-- than later!-- lest we return-- to the endangerment of my intellect!!-- STARS ABOVE!"</span> she gasps, barely jerking her head to the right before the Monster unleashes another torrent of seed, seemingly no less backed up than it was mere moments ago, eagerly blasting over her shoulder yet again!
Mio blinks. If she could blush - in arousal or shame - she certainly would. She didn't even try to look for the keycard this time! With a noise akin to clearing her throat - despite the questions that raises for a mechanical being - she turns her attention to what little of the rest of the room she can see. She needs to play things back a bit - and to keep her eyes glued on anything but the pretty Professor milking that abomination like a pro - but she eventually catches a glimpse of the card, giving her the final digit! Actually, it gives her all three... go figure, this angle is perfect.
Now, she just needs to find suite 'B-3'... and hope that these transmissions aren't too old, and that she finds the Professor still in control; rather than totally defeated! She pushes away from the terminal as the feed flickers, then loops once more... arms shaking with exhaustion in her efforts to tame an untameable Monster.
<<if $fantasize isnot 1>><span style="color:#61EC68"><b>Mio learns the third digit: It's $Blankenship_Code_3! She now has the full code: <<= $Blankenship_Code_1>><<= $Blankenship_Code_2>><<= $Blankenship_Code_3>>!</b></span>
<<if $MERCANOID_Blankenship_Quest is 2>><<set $MERCANOID_Blankenship_Quest to 3>><</if>><<link "Back" $MERCANOID_Blankenship_Clip_3>><</link>><</if>><<nobr>>
<<set $en to $en + 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Blankenship_Code_Manual is $Blankenship_Code>>
<b>Bloop... Bloop... Bleep!</b> The code is correct! The door's pressure seal releases with a soft hiss, beckoning Mio inside... is she ready?
<<set $HAB_B3_UNLOCKED to 1>>
<<set $MERCANOID_Blankenship_Quest to 3>>
<<else>>
<b>Bloop... Bloop... Broop.</b> The code is incorrect, the panel giving a harsh little electronic growl.
<<set $en to $en - 1>>
<</if>>
<br><br><<link "Back." "Hab-Block B 1-1">><</link>>
<</nobr>><<nobr>>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>>Mio isn't sure what to expect going into the Professor's room. She hopes she'll find her having overcome her captor through her titillating talents, but dreads finding her having slipped deep into addiction. It all depends on just how long ago that transmission was taken... she steps forwards, the door hissing briefly before it begins to slide into the frame, revealing strange, purple light from the bay window out onto the surface of Vi-16.
In that gloom, Mio's eyes adjust quicker than most - but the hulking, ill-defined silhouette of the chest-obsessed Monster draws up to her with shocking speed for its size! It didn't look that big in the first clip, but given its intake of milk!... it's quite possible that the big bastard's had a growth spurt. Mio's eyes widen, painting the one-eyed brute's otherwise featureless face with their glow - that's how close it is to grabbing her, an arm outstretched, a bundle of tentacles snaking over its shoulders to try and nab her!
She hops back with a snarl, back into the corridor, having had no time to get a visual on the Professor and her state. It should have been enough to get her clear of imminent danger... but that's based off of quick calculations of a foe that contradicts her previous data. Mio gasps again when a misshapen hand closes around her wrist, the plated soles of her feet skidding on the infested tiles below as she's dragged into the room and briefly plucked from the ground, turned in a toss towards the bed! Not good - but it means she has a moment to try and fight back - but she still doesn't know where the Professor is and can't risk hitting her! - but!--
Mio only has about a second to take in the scene before her. Bay window on the right - bed against the north wall. Minor hive infestation, likely generated by this Monster, which now stands turning in the doorway to face her. At the foot of the bed, a figure rising calmly, half-undressed, hair a mess, but still somehow elegant in her movements and in what little attire remains finely tailored to her mature but well-kept curves. Standing a mere handful of feet from the Monster that barely glances her way - that single, bloodshot eye leering at Mio, the new toy, instead - the Elf raises a single hand, utters a strange word that Mio cannot hope to comprehend, and fires a lance of light from her palm.
This takes the Monster by surprise as much as it does Mio, briefly casting a harsh, blinding glare through the room as the blast pierces right through the Monster's torso! It bellows out a gurgled noise of shock and confusion, skin bubbling, right arm swelling grotesquely. Havoc plays out across its body - parts of it seem to be rapidly decaying, others growing out of control. With a noise somewhere between panic and betrayal, it suddenly swings its upper body towards the ceiling, its head detaching with a sickening <i>sclurch!</i> The Elf narrows her coral eyes and tracks it with her palm, the head growing a number of short tentacles with which to ferry it across the ceiling as its body collapses behind it. Mio, still stunned from the rapid loss of control over this encounter, watches in surprise as it seemingly makes a beeline for the space above her on the bed! But as she brings up her arms to defend herself from any potential head-grabbing, the runaway brain instead flings itself against the wall... through the wall?!-- No, into a vent! Mio peers through her splayed fingers, blinks, then lowers her arms, twisting around and scooting back to get a better look at the northern wall. A ventilation cover lies broken and bulged from inside-facing force, no doubt the manner in which the Monster - in a much smaller form akin to the one it just escaped with - must have used to infiltrate in the first place.
Still stunned, Mio looks over her shoulder at the Professor, who slowly lowers her arm as the glowing glyphs across her palm begin to frazzle and fade. A slight glow in her eyes diminishes as her magic is dismissed - or perhaps runs dry! - and the look of intense concentration and scorn is replaced with a sigh of relief and a warm smile... with just the slightest edge of inquisitive detail-drinking, eyes making subtle little twitches as they fall on every part of Mio except for her face.
<span style="color:#5DB8DE">"Merciful timing on your part! My arms are <b>aching,</b> dear girl. Thank you."</span>
<<linkreplace "Oh, uh... you're welcome.">><span style="color:#E5CEF3">"Oh, uh... you're welcome."</span> Mio mutters, feeling horribly awkward. This rescue attempt didn't exactly feel heroic, but the Professor seems rather pleased with the outcome. As if to cement that point, Mio's eyes drift onto the collapsed body of the brute in the doorway as it bubbles and dissolves into acrid smoke... whatever she did to that thing, it was incredibly effective. Baffling, but effective. The Professor crosses her arms lightly, a practiced gesture... one that supports her remarkable chest, completely uncovered as one might expect in the aftermath!
<span style="color:#5DB8DE">"Oh? You sound remarkably unsure for a synthetic... ah, Buildborn, I take it? A mercenary, perhaps? You lack any visible identifiers of TentaCo... Hmm. 'Mercanoid'?"</span> the Professor speaks softly, drifting from addressing Mio directly to speaking instead to herself, raising a hand with finger and thumb stretched into a jaw-supporting 'L' as she leans in and squints through her spectacles, able to pick out the fine, block-print writing on Mio's armoured shoulder even from that distance! Elves. Figures. <span style="color:#5DB8DE">"Hmm. Can't say I've heard of the organization, but you still have my thanks, as mentioned. But from what I read of company protocol, that means you aren't with the expected 'cleaner' crew."</span> she deduces, adjusting her glasses with a finger before returning both arms to supporting her chest. A subtle wince places across her smile - Mio surmises that those weighty things must be sensitive after what she's been through!
<span style="color:#E5CEF3">"You are correct."</span> Mio is quick to respond, now self-aware of her prior, more casual speech. A foolish slip on her part. <span style="color:#E5CEF3">"I am M10, property of the MERCANOID corporation, here on behalf of TentaCo to secure company property ahead of the arrival of those cleaners."</span> Mio explains, adjusting herself into a crosslegged position on the bed. She grimaces, however, when she realizes just how... 'decorated' the sheets are. Unable to keep that look of dismay off of her face, she shifts to the nearest edge of the bed - the window-side west - and swings her legs over to stand up, the Professor tilting her head.
<span style="color:#5DB8DE">"Oh? Should you be telling me that sort of thing? I'm not an employee of this organization."</span> she informs the Android with bemusement in her tone and on her face. Mio, now standing straight - a head shorter than the Professor - fails to keep an abashed smile off of her face.
<span style="color:#E5CEF3">"Secrecy wasn't in my mission briefing, Professor."</span> she admits with a shrug - only to wince when the Elf's inquisitive eyes narrow in advance of another correct deduction.
<span style="color:#5DB8DE">"Which makes it very likely that rescuing employees and civilians isn't part of your mission... Hmm. You're an odd one, 'M10'. You hesitated before giving that name, so I will assume it is not your preferred moniker. It is the one you gave, however, and I shall respect it and repay it in kind: I am Professor Blankenship of the Techromancers, here on scenic Vi-16 as part of a research trade-pact."</span> the Elf introduces herself with a slight bow, before straightening back up into excellently stoic posture. <span style="color:#5DB8DE">"Of course, things have been a little more... interactive, than I expected. My room was compromised and I was caught off guard - I could probably have dealt with most of the designs created by this facility, but this specific prototype has a knack for feasting on magic... ugh, I feel dry as a bone. I kept some in reserve for that biological cascade spell, but no more than that. I was stuck waiting for a window of opportunity, which you handily provided! So, again: thank you... 'M10.'"</span> she trails off before addressing Mio once more, giving a little wink. It's almost a taunt, and it's one Mio falls for with a slight sigh. Pretending to be an emotionless drone around this woman is just going to spur annoying questions.
<span style="color:#E5CEF3">"And again, you're welcome. And... yeah, fine, call me Mio. It's a long story, just don't mention any of my particular 'quirks' if you're given a post-operation survey message, please?"</span> the Android asks with a hint of concern in her voice. Understanding the situation immediately, Blankenship frowns but nods.
<span style="color:#5DB8DE">"Hrmm... very well, Mio. Although if you weren't supposed to rescue me in the first place, then I should very much doubt that I'd be receiving any such communication to begin with! Hah~. Regardless - I should very much like to stretch my legs and leave this blasted room, seeing as it is now even more woefully insecure than it already was. I don't suppose there's a stronghold to hand?..."</span> she trails off with an expectant lift to her voice. Mio nods and motions to the doorway, the Monster having all but entirely melted away by now.
<span style="color:#E5CEF3">"Yes. up in the north sector. The checkpoint gates are open. Take a left int--"</span>
<span style="color:#5DB8DE">"Ah, the construction site for the expanded staff habitation decks? Of course! Disconnected from the grid. Perfect place. Well, you've done more than enough for me, Mio: I'll see myself there, if it's all the same to you."</span> Blankenship insists, giving another slight bow before she turns and gathers the various parts of her scattered attire... and, of course, that fancy witch's hat. She dresses herself on the move, but as she leaves, Mio can't help but overhear a frustrated sigh as she wrestles with her corset...
Hrmm. There's no way that thing is fitting back on just yet.
<i><b>Blankenship</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>>
<br><b>'The Chesty Professor'</b> complete! <b>Mio</b> has gained <b>125 exp!</b> <<set $Player_exp to $Player_exp + 125>><<include "Adjust All Bars">> <<set $Blankenship_Rescue_Scene to 1>><<set $scenes_characters to $scenes_characters + 1>><i> Blankenship's clips can be viewed together in the Fantasize Menu.</i>
<<link "Back to the Mission." "Habitat B-3 2-1">><<set $MERCANOID_Blankenship_Quest to 4>><<set $Blankenship_Safe to 1>><</link>>
<</linkreplace>><<nobr>>
<<if $Player_skill_example_actual gte 4>>
<<else>>
<</if>>
<<if visited() is 1>>
<<set $Player_skill_example_progress to $Player_skill_example_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>EXAMPLE.</b> Gained <b>50% Progress towards a EXAMPLE point (<<= $Player_skill_example_progress>>% total).</b>
<<if $Player_skill_example_progress gte 100>>
<b>Gained a point in EXAMPLE! Progress reset.</b>
<</if>>
<</if>>
<</nobr>><<nobr>>
A large vent cover. Mio should be able to crawl through it, with an internal checkpoint door separating the complex from the rest of the facility. It should be possible to create a straight line to her base of operations in the southern storage module... but first, she needs to get it open.
<br><br>
A heavy, thick-barred grate blocks her access. It's wide enough that she can get her arm through. There's a release mechanism inside - a large, tempting red button. Unfortunately, it's just deep enough that Mio can't reach it from this side.
<br><br>
<<link "(LIFT $Player_skill_lift_actual/4) Pull the grate off with brute force." "Vent Lift">><</link>><br>
<<link "(SLEIGHT $Player_skill_sleight_actual/3) Try something longer than an arm..." "Vent Sleight">><</link>><br>
<<link "(HANDIWORK $Player_skill_handiwork_actual/3) Perhaps a Handy solution is close to home..." "Vent Handiwork">><</link>><br>
<br><<link "Back." "WIP Quarters 1-2">><</link>>
<</nobr>><<nobr>>
<<if $Player_skill_lift_actual gte 4>>
Mio drops down into a squat, grumbling a little in self-consciousness over how it must look from behind... ankles to asscheeks. She adjusts herself into a better stance for weightlifting, for that is essentially her task here! She wraps a hand around a bar of the grate each, taking a firm grip and giving a few testing tugs to give an idea of the grates weight and how firmly it's fixed into the wall. Given the release mechanism button beckoning to her from behind it, it's clear that it must recess... which means it's pretty damn far set. However, this gives her an angle: rather than pulling the grate off, she can force it along its existing track!
<br><br>
Bracing herself - and quickly redistributing some extra power to her legs, arms and back - Mio identifies that the grate slides to the left. Leaning harshly to that side, she digs her heels in and tenses, pulling to the left. It's not quite working... at first. She gets the idea to hook her right foot against the edge of the vent, and that does it! It's slow, but sure: Mio manages to pry the grate open, just long enough to reach in and hit the button to unlock the mechanism. Succes-- wah! The sudden lack of resistance makes her fall onto her side, flustered - but successful!
<br><br>
<b>The shortcut to the Storage Module is now accessible!</b> <b>'I Need To Vent'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<<set $MERCA_Vent to 2>>
<<else>>
Mio drops down into a squat, grumbling a little in self-consciousness over how it must look from behind... ankles to asscheeks. But with the grate so low to the ground, it's not as if she has any choice in the matter! She takes a firm hold on the bars of the grate and begins to pull with a slight growl, arms trembling, pressure warnings creeping across her HUD.
<br><br>
She gives it a few harsh tugs like this, but it's no use. The grate is stuck securely in place, and with her current strength and calibrated use of it, her arms will probably fall off before it does!
<</if>>
<<if visited() is 1>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Lift.</b> Gained <b>50% Progress towards a Lift point (<<= $Player_skill_lift_progress>>% total).</b>
<<if $Player_skill_lift_progress gte 100>>
<b>Gained a point in Lift! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<if $MERCA_Vent is 1>>
<<link "Back." "Vent Inspection">><</link>>
<<elseif $MERCA_Vent is 2>>
<<link "Back." "WIP Quarters 1-2">><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_skill_sleight_actual gte 3>>
Mio examines the grate, the width between the bars of it, and the distance she need to reach to hit the button within to disengage the maglocks. Crunching the numbers, it's clear that while her arm will fit, it won't reach. The button looks too firm to press with anything she has to hand that could extend her reach, too. She glances down at the vent again, then further, blinking as an idea comes to her... now staring down at her own leg.
<br><br>
It won't fit with the armour modules... but it IS long enough, if she can get a good angle. Hmm. Kneeling down onto her left knee, Mio sets about removing the armour plating from her right - disengaging a number of mechanical enhancers as she does so, stripping her limb down to the skeletal metal basics beneath. Creepy, but <i>thin.</i> Carefully, she shuffles up to the vent, sits herself down before it, and then scoots in closer; leg slipping between the bars. It's an awkward angle, but with a twist Mio kips her other leg up against the wall... giving her just enough reach to bend her foot towards the button. Push... push!... <i>-Click!-</i>
<br><br>
Mio grins in triumph as she pulls back, careful not to snag any of her exposed mechanical parts against the bars. Once back through, she's able to slide the grate open with ease before she sets about reassembling her leg... Now, the thigh plate's connected to the... knee joint, the knee joint's connected to the...
<br><br>
<b>The shortcut to the Storage Module is now accessible!</b> <b>'I Need To Vent'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<<set $MERCA_Vent to 2>>
<<else>>
Mio drops to a kneel, placing her hands either side of the grate. She purses her lips, then pushes away slightly - lying down on her front, she crawls in as close as she can, twisting to fit her arm between the bars. Even at this extreme angle, however - with her body twisted onto its side to maximize those inches - her fingers still stray short of the button. Frustrated, Mio pulls back, rolling onto her side and then up into a cross-legged pout, staring grumpily at the vent. Eventually, she stands back up.
<</if>>
<<if visited() is 1>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<if $MERCA_Vent is 1>>
<<link "Back." "Vent Inspection">><</link>>
<<elseif $MERCA_Vent is 2>>
<<link "Back." "WIP Quarters 1-2">><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_skill_handiwork_actual gte 3>>
Mio stares at the vent for a little while. Even without dropping low, she can just about make out the shiny red release button's edge, mocking her with its inaccessibility. If only she could reach out, and...
<br><br>
... Hang on. Mio raises an arm, flexing her fingers. She grins, then immediately sets off downstairs to the workstation - soon emerging a little more lopsided than usual... holding her detached hand in her other! She squats down before the vent and places her hand down. It's still for a moment... before it suddenly springs into life, 'standing' upon its fingers as it turns to 'face' Mio, middle finger pointed at her like an all-seeing eye.
<br><br>
<span style="color:#E5CEF3">"Theeere we go. Hey, me. Just crawl inside and hit that button, ok? If you brace with your little finger and thumb, you should be able to exert enough force."</span> Mio explains. Her own hand stares at her dumbfoundedly for a moment, then turns around and marches through the wide-barred grate, muffled finger-falls becoming loud, cacophonic clanks as it enters the metal of the vent. <span style="color:#E5CEF3">"That's it! A little further... off to the left--"</span> <b>-CLANK-</b> <span style="color:#E5CEF3">"Oh for the love of-- your OTHER left! There! Just push that, and!.. Ah!"</span>
<br><br>
Mio grins as the grate's release mechanism hums, the magnetic lock disengaging. With her other hand, she reaches down and simply slides the grate into the wall's recess, beckoning her hand to return to her. It somewhat unevenly does so, turning around and hopping back against her wrist connection port - she stands up and flexes her fingers once more, beaming with something approaching smugness.
<br><br>
<b>The shortcut to the Storage Module is now accessible!</b> <b>'I Need To Vent'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<<set $MERCA_Vent to 2>>
<<else>>
Mio takes a look around the scant building supplies left around the place, to see if she can rig together something capable of reaching in and hitting the release button.
<br><br>
One sweep of the room later and she's no closer to a solution...
<</if>>
<<if visited() is 1>>
<<set $Player_skill_handiwork_progress to $Player_skill_handiwork_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Handiwork.</b> Gained <b>50% Progress towards a Handiwork point (<<= $Player_skill_handiwork_progress>>% total).</b>
<<if $Player_skill_handiwork_progress gte 100>>
<b>Gained a point in Handiwork! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<if $MERCA_Vent is 1>>
<<link "Back." "Vent Inspection">><</link>>
<<elseif $MERCA_Vent is 2>>
<<link "Back." "WIP Quarters 1-2">><</link>>
<</if>>
<</nobr>><<nobr>><<set $speech_passage to "Ru'Drexi Quest">><<set $MS_Mean_Bite to 2>>
<span style="color:#E5CEF3">"Apologies if I'm being intrusive, but you two mentioned that you're here because you were giving samples. Could you possibly elaborate on that? What did TentaCo want from you, exactly?"</span> Mio inquires, her mind trailing back to Meh, the slime-hewn Serpent back in the Monster Pens. Purple body. While her mind's eyes focuses on that, her actual eyes flit between Ru'Drexi and Powder, red and blue respectively, one hewn from gel and the other from... well. Helzent are more complicated, but Mio goes with 'putty'. Thankfully, neither of them seem offended by the question.
<span style="color:#cffbff">"Nothing too odd. They wanted samples of our bodies, mostly. That might be a big deal for a lot of other species, but for our twinned kinds? No problem. Can grow it back in a jiff, for one. And it doesn't really hurt, either. We kinda rule like that."</span> Powder lazily explains with a confident smile, motioning to himself and to his wife. Ru'Drexi nods along, then pinches her exposed shoulder with her opposing hand and tugs - she yanks off a small chunk of herself, the gap created filling up instantly!
<br><br>
<span style="color:#f5697c">"Mmhmm! Don't need a core for it, either. I'm not surprised TentaCo wanna see what makes us tick - we Jelli make their Globs look like Glorbs."</span> she huffs with a sly smirk, rolling the red, see-through little chunk of herself in her gloved hands to make a perfect ball. Mio has absolutely no idea what a Glorb is, but given Powder's grimace and the context, she can only assume that was a <i>damning</i> comment. Her eyes track Ru'Drexi's ball back and forth for a moment in thought, and then she nods.
<br><br>
<span style="color:#E5CEF3">"I see..."</span> she eventually remarks. It seems pretty obvious that 'Meh' has been born of this research - quite literally! Mio cups her chin in her hand, then glances at the pair again as Ru'Drexi plants that ball back onto her shoulder, the two separate masses joining and then assimilating back into proper shape. <span style="color:#E5CEF3">"Say, have you two ever thought about having kids?"</span> she inquires, 'innocently'. The question leaves the couple silent for a moment, blinking at one another.
<br><br>
<span style="color:#cffbff">"I mean, I'm kinda tryin' here."</span> Powder admits with a smirk. Ru'Drexi gasps, but then turns a sly grin around on him. <span style="color:#f5697c">"Huh, coulda fooled me. Put your back into it more and maybe it'll pay off, 'kay?~"</span> she giggles, the two getting distracted enough with one another that Mio can easily slip away from the topic.
<br><br>
Well, they're evidently open to the idea of having kids... that's good news, seeing as they're about to get one.
<br><br>
<b>Mio should share her suspicions with Meh, back at the Monster Pens.</b>
<br><br>
<</nobr>><<include "Ru'Drexi Speech">><<nobr>>
<<if $MS_Mean_Bite is 1>>
<span style="color:#E5CEF3">"Look, uh... 'Meh'. I really think you should reposition somewhere safer. There's a space we've set up to--"</span> Mio pauses as Meh looks over her shoulder with a glare, then slumps back down, facing away from the Android once more. Mio sighs, then resumes. <span style="color:#E5CEF3">"... a space set up to keep people out of harm's way. You'd be welcome there, so long as yo--"</span>
<br><br>
<span style="color:#FF3D76">"<i>Snnnnnrrrrrrrrrrr...</i>"</span> 'Meh' snores unconvincingly. Mio rolls her eyes, exacerbated.
<br><br>
<span style="color:#E5CEF3">"The Cleaners are probably going to end up power-washing you to death if you don't talk to them first, or have people in your court to defend you! Y--"</span>
<br><br>
<span style="color:#FF3D76">"<i>SNNNNRRRRRK...</i>"</span>
<br><br>
Mio sighs, waving her off with a scowl. Fine, be that way. Ugh, maybe there's some information she could find to help convince the snake... or perhaps she should just let the stubborn Serpent deal with the bed she's making for herself. Yet even as Mio thinks it, she feels ashamed of embracing that thought.
<br><br><<link "Back..." "Monster Pen B 1-1">><</link>>
<<elseif $MS_Mean_Bite gte 2>>
<<set $MS_Mean_Bite to 3>><<set $MS_Meh_Parents to 2>>
<span style="color:#E5CEF3">"Hey, Meh. I've figured something out that might interest you. I know you're... new, to this. Thinking. Emotions. All this shit. But figuring it alone is... well, it's impossible. Luckily for you, it doesn't have to be that way."</span> Mio says softly, going to sit upon the edge of the overturned gurney half-sunk into the imitation swamp, staring up at Meh from her branch. The 'Slammia' takes a moment to bother responding, but eventually, she twists on the spot to face Mio, a brow raised, a smirk on her face.
<br><br>
<span style="color:#FF3D76">"Awwww. What, you mean you? Gunna help me learn about my fee-fees? Gunna fix me, make me less of a bitch? That's fuckin' hilarious."</span> Meh snickers, hissing through her fangs cruelly. Mio rolls her eyes, then smirks right back, catching Meh off guard.
<br><br>
<span style="color:#E5CEF3">"Not as such, no. It's just that I think I've met your parents, and they're here in the facility still."</span> she reveals, and finally, Meh shuts up. Her eyes widen, pupils thinned to pinpricks as she stares at Mio with her baleful gaze.
<br><br>
<span style="color:#FF3D76">"... What? Don't be an asshole. I don't have parents, I was born in a fucking tube."</span> she spits. Mio snorts at that.
<br><br>
<span style="color:#E5CEF3">"And? Lots of people are born in tubes these days. That doesn't mean you came from nothing. I'm pretty much certain that you were created from modified samples of two people here - Ru'Drexi, a Jelli, and Powder Snow, a Helzent. They're a couple, and a lot of what you can do - what I saw, anyway - is mirrored in their natural abilities. You're something... new, yeah. Something TentaCo didn't expect. Something they won't be expecting, either. But they're effectively your parents, and my impression of them has been that they're good people."</span> Mio explains, picking at the frayed edge of the gurney's mattress with her finger and thumb. She turns her attention back onto Meh, finding that her glare is more of a far-away stare at nothing in particular, now.
<br><br>
<span style="color:#FF3D76">"... Do they know?"</span> she asks, quietly. Mio shakes her head. She considers lying, to force the issue and make the choice for her, but... that doesn't feel right. No, Mio just gives her the truth and leaves her with the option. Meh stews over it for a while, her skin bubbling, her eyes narrowed as she gazes at the swamp below. Finally, she speaks. <span style="color:#FF3D76">"... Fine. I guess I could give 'em a shot. Anyone ever tell you you're a nosey little fucker?"</span> Meh sneers, uncoiling from the branch, her tail gathering like dropped from above as she returns to the ground. Mio smirks with a shake of her head and a shrug.
<br><br>
<span style="color:#E5CEF3">"I don't usually get to be nosey. But it's good to try new things. Go find out for yourself. Safe Room's out the door to the south, second on the right - 'Research Dormitory'."</span> Mio explains, and Meh turns her attention to the door. The snake huffs, shoots Mio one last look and then slithers past her, leaving long before the rest of her tail does. Mio sits in silence for a moment, then dismounts from the gurney and plants her hands on her hips, giving the swamp habitat one last look.
<br><br>
Ru'Drexi and Powder are in for a surprise...
<br><br>
<i><b>Meh</b> will be waiting in the Safe Room.</i>
<br><b>'A Mean Bite'</b> complete! <b>Mio</b> has gained <b>75 exp!</b>
<<set $Player_exp to $Player_exp + 75>><<include "Adjust All Bars">><<set $MERCASAVED to $MERCASAVED +1>><<set $Meh_Safe to 1>><<set $map_2_marker to $icon_marker_blank_24>>
<br><br><<link "Back to the Mission." "Monster Pen B 1-1">><</link>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
After a check to ensure nothing is going to jump out at them, Mio turns her full attention back to the Elf. Well - the polite parts. Her more complex sensor suite remains trained on their surroundings, but Mio herself faces the woman with a slight smile, returned by a beaming, warm look of adoration from the Researcher.
<br><br>
<span style="color:#3DFF61">"Like, I must say, you handled TCM-14 with aplomb! Even without the strangely boosted parameters this outbreak seems to have blessed his strain with, he can totally be a handful to his handlers! I'll confess that I'm somewhat fond of the precocious brute, but perhaps not enough to tolerate... <i>quite</i> as much affection as I've been put through these last few... erm, hours? I confess I've lost track of the time..."</span> the Elf admits, sighing as she tries to tame her usually silken hair - thoroughly 'conditioned' as it is by secretions from the hive.
<br><br>
Mio blinks. Partially at the choice of term 'affections' for what was, as far as she saw, a body-pinning mating press... but mostly at how eloquent the Elf sounds the more she talks. Until the end there, anyway. The Elf seems to catch herself from distraction however, her smile returning warmly as she performs a bow towards the Synthetic.
<br><br>
<span style="color:#3DFF61">"Regardless! You, like, totally have my gratitude! A talented fighter <i>and</i> so polite, too. My name is Selene, and I am in your debt, Buildborn. Are the other Cleaners otherwise occupied?"</span> she inquires, tilting her head. Mio grimaces, rubbing her arm. Buildborn... she wishes.
<br><br>
<span style="color:#E5CEF3">"... I apologize, but you have the wrong idea. I'm not one of the Cleaners. I'm here on separate business to secure the payload currently loaded onto the SLED - I believe corporate wants to salvage what it can. I'm... also not a Buildborn. My name is... M10, and I am the property of the MERCANOID Company."</span> she explains, trying to keep her tone monotonous and her vocabulary neutral. It's a moot effort, of course: Selene has just seen her fight a major foe, seen her tactics, her methods, her reactions to harm and stimulation alike. The news that Mio isn't a free woman clearly baffles her, twisting her until-now delighted smile into a frustrated pout.
<br><br>
<span style="color:#3DFF61">"That's... oh. I see. I'm sorry... ah! But hang on-- this is nowhere near the Sled Bay! You must know this, so presumably, the fact that you're this far north means the checkpoint must be closed. Am I right? Well-- here!"</span> she gasps, reaching for the Keycard in her pocket, presenting it to Mio gently clutched in both hands, bowing as she does so: she is, after all, quite a bit taller than the 'Droid. Mio blinks, then accepts it, turning it over in her hands. It very clearly <i>isn't</i> Selene's, but it's a higher clearance than her current one. Mio glances up at Selene as she straightens back up, her smile returning. <span style="color:#3DFF61">"If HQ wants the shipment, they're likely intending on using it to investigate how this outbreak happened - to look for clues in the DNA. After all, this might not be an isolated incident - perish the thought. I don't like that our rescue is playing second fiddle, but I understand the intention. Still... I hope that card helps you complete your mission... 'M10'. You totally go by 'Mio', don't you?"</span> she accuses with a cheeky wink, planting her hands on her hips. Mio splutters slightly, called out with such ease!
<br><br>
<span style="color:#E5CEF3">"I... yes. Thank for you the Keycard. Just... if you get a post-mission review mail over the 'Net, please don't report any of my, uh, 'eccentricities'."</span> Mio sighs, pocketing the Keycard. Selene pouts again at that... and then almost lunges forwards, surprising Mio with a tight hug against her chest, bewildering the Android into silence.
<br><br>
<span style="color:#3DFF61">"I'm sorry, darling."</span> she says quietly, then releases her. Mio blinks, glances away, and then nods - keeping her face stoic, even as emotions flare inside her head and around her core. M-moving on...
<br><br>
<span style="color:#E5CEF3">"You should proceed to the safe room we've set up - if you're familiar with a Gremlin named Dizz, she's turned the Research Dormitory into a fortified area."</span> Mio explains, changing the subject. Selene glances to the door - and to the chasm of slime beyond - and then back to Mio, nodding.
<br><br>
<span style="color:#3DFF61">"Oh! Dizz, yes. Nice girl. Good head on her shoulders, as usual. I'll proceed there now! Hopefully, I won't need you to rescue me again... not that I'd mind being rescued by you again, cutie. Promise you'll come see me there!~"</span> Selene giggles, patting Mio on the head - minding the horn - as she steps past her, once again leaving the Android lost for words. She turns as Selene - now steadier on her feet but still a little wobbly - heads west, out the door. Mio glances down and waits a while, going over some thoughts and feelings in her head.
<br><br>
Another person who can see she doesn't deserve to be classified as what she is. Her hands ball into fists, then relax. She tilts her head up and back, sighs, then tunes back into the background noise of moans and stifled sighs all around her, the hive no less vibrant for the loss of a single Monster and a single Bride.
<br><br>
<b>Level 2 Keycard acquired! The southern checkpoint is now accessible.
</b> <i><b>Selene</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED +1>><<set $Selene_Safe to 1>>
<br><br>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $Quest_Operation_Rosebud_Stage to 5>>
<<set $MERCANOID_CHECKPOINT_B to 1>>
<<include "Level 2 Keycard Pickup">>
<<set $en to $en + 1>>
<<link "Back to the Mission." "Product Development 2-3">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Well, this is it. Just past this door lies the Sled, Mio's target. All she has to do is get inside, check that it isn't infested, and then launch it - either from within the chamber or from an observation deck located just to the south.
<br><br>
Mio feels a strange apprehension as she places a hand over the door's control pad, but banishes it from her thoughts. She pushes and waits.
<br><br>
... And waits. And pushes it again, then double-takes at the pad, now slowly flashing red. One long flash, two quicker ones... <i>of course. It's jammed shut.</i>
<br><br>
<span style="color:#E5CEF3">"I hope this facility explodes."</span> Mio mutters simply, crossing her arms as she peers through the blast door's narrow little observation porthole, itself scratched and dinked from dozens of launches from the system's original booster-based model. Now it's a magnetic rail launch system, but the damage inflicted by its predecessor remains. Mio frowns as she stares through what is effectively frosted glass, just about able to make out a short figure standing before the Sled, gesticulating over-dramatically with one arm, as if talking to someone.
<br><br>
Company. Hrmm. But more worrying than that is the Sled itself. Mio runs a quick comparison and estimation of the size and profile of it compared to the schematic provided by TentaCo in her mission pack, and the mismatch is immediate and obvious.
<br><br>
That's far too big to be the Sled.
<br><br>
Mio purses her lips to one side, not sure what to make of the situation. After all this, has her objective been compromised? Is that figure the Researcher who ran from her when she arrived? What's going on in there?... she scowls, looking at the control panel's flashing lights again. A quick flick of her eyes across its surface reveals what Mio was looking for - a source-trace button. Pressing it, she jumps slightly when the door behind her, to the east, whooshes open - MAINTENANCE emblazoned next to it.
<br><br>
Alright. Climb down a hole and unjam the door. One last bit of busywork between her, and whatever awaits in the Sled chamber...
<br><br>
<<link "Back to the mission." "Engineering Annex 1-2">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $map to $MAP_MERCANOID_THE_SLED>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
The Sled Bay is a gigantic, impressive thing, dwarfing the rest of the facility in size and design. A marriage of industrial reinforcement and well-historied metals, scorched in rainbow slicks by dozens of old launches, now flanking new rail systems - one large, central one, and several smaller ancillary rails built into the floor for additional boost or the launching of smaller packages.
<br><br>
The blast door into this chamber opens, to Mio's relief - and to the shock of the girl standing before her further inside the chamber. The Researcher spins around on the spot, her soft ginger hair briefly flicking out of her face to reveal wild eyes before her fringe settles back into place, obscuring them from sight.
<br><br>
Just like when Mio saw her earlier, she's remarkably unsullied by the organic horrors of the hive. By now, Mio regards this with a healthy amount of suspicion as she walks into the bay, eyes flitting between the flabbergasted redhead and the Sled...
<br><br>
At least, Mio thinks that's the Sled. It has to be, but it's... <i>pulsating.</i> A thick, orange-toned variety of hive-growth clings to the usually sleek, bullet-shaped escape vessel, easily doubling its size and throwing its profile completely off. However, in the brief time it takes her to fully step into the bay, she can see that the growth is shifting in shape, smoothing out, slowly but surely taking on a form more suitable for launch.
<br><br>
<<if $MERCASAVED gte 6>>
<span style="color:#FF923D">"Wait... I know you."</span> the redhead speaks, Mio's attention snapping back onto her from the infested Sled. She stands with a slightly off stance, staring just past her fringe with a slightly off expression. Off. That's the impression she gives, just a shade too far of uncanny in ways Mio can't explain, but can certainly detect. It adds to the sense of wrong that her clean and kempt appearance gives - lab assistant's coat so white, hair so silken and brushed smooth. <span style="color:#FF923D">"You're the one! You're the one who's been..."</span> the girl trails off, her hand balling into a fist before she points accusingly at Mio, stepping forward on one foot with a growl that's probably meant to sound intimidating but falls far south of that goal. <span style="color:#FF923D">"You're the one who's been robbing people of their bliss!"</span> she accuses with a huff, eyes gleaming from behind her fringe.
<br><br>
Mio blinks, then points towards herself in confusion.
<br><br>
<span style="color:#E5CEF3">"I have no idea what that means, or what you're talking about. Or who you are, or what you're doing here, or why you ran earlier!"</span> Mio groans, wishing very much that she was on board that Sled and on her way to mission's end right now. The girl gasps in disbelief, as though unable to believe the audacity of this Android!
<br><br>
<span style="color:#FF923D">"So many people that I've made happy with my friends! But then you come along, beat them up, and take those people away! What is your problem!?"</span> the girl demands, stamping her foot. Mio is lost for words for a moment, but then her eyes catch something odd - the way the girl's foot squashes against the floor at an unnatural angle, as though she had no bones. <span style="color:#FF923D">"Well!? Not got anything to say for yourself, huh? You just like making people unhappy, is that it? Maybe you need to experience it for yourself to understand it..."</span> she continues, her tone softening as she reasons herself into a rational explanation. It's like watching someone trying to complete a puzzle with half the pieces missing, though... and then it clicks to Mio. This pretty elf standing before her... isn't.
<br><br>
<span style="color:#E5CEF3">"... You're some kind of Tentacle-spawn, aren't you? And I'm guessing this outbreak is your doing."</span> Mio hypothesizes, planting a hand on her hip. The girl's erratic emotional swings, her imperfect logic-- in some ways, it's like looking into a mirror of herself. The girl startles, then raises her hands in a denying sweep. Unfortunately for her, Mio notices she's got one finger too many on her right hand. <span style="color:#E5CEF3">"Look, there's no point pretending anymore."</span> Mio deadpans, raising a brow as she stands impassively. The girl blinks... then pouts, puffing her fringe up with a huff from her lips.
<br><br>
Her right arm - the one with too many fingers on its hand - suddenly takes on a pale coral tone as it unravels from deep within the coat's sleeve, twisting into a trio of tentacles, hand splitting into forked tips upon each one. Her fringe adjusts slightly as weaves of her hair quiver and twitch with sudden life to them, and the leg that briefly crumpled earlier slithers as she half-stands, half-hovers in place.
<br><br>
<span style="color:#FF923D">"You jerk... fine! You stand before Mimi, Queen of Mimics!! Maybe if you kneel, I'll show you some mercy, you poor misguided Robot. I dunno what you think you're doing here, but you don't seem to realize that you're the bad guy! I'm making people happy by doing what I'm meant to do - what we're meant to do! We relieve stress, we help people stop thinking, stop worrying... I wanted to do that forever. But you're trying to stop me!?"</span> she gasps in outrage.
<<else>>
<span style="color:#FF923D">"Wait, who the heck are you!? You're not from TentaCo!"</span> the redhead gasps, Mio's attention snapping back onto her from the infested Sled. She stands with a slightly off stance, staring just past her fringe with a slightly off expression. Off. That's the impression she gives, just a shade too far of uncanny in ways Mio can't explain, but can certainly detect. It adds to the sense of wrong that her clean and kempt appearance gives - lab assistant's coat so white, hair so silken and brushed smooth. <span style="color:#FF923D">"Gooooh!! I don't know who you are, but I'm busy over here, ok? Get out of here, or I'll..."</span> the girl trails off, her hand balling into a fist before she points at Mio, stepping forward on one foot with a growl that's probably meant to sound intimidating but falls far south of that goal. <span style="color:#FF923D">"I'll just have to take you with us!"</span> she insists with a huff, eyes gleaming from behind her fringe.
<br><br>
Mio blinks and glances back to the Sled with a frown. 'Us'? So, that infestation is the girl's doing... somehow.
<br><br>
<span style="color:#E5CEF3">"Take me with you? To where? What are you doing to the Sled, and how?"</span> Mio asks with a sigh, wishing very much that she was on board that Sled and on her way to mission's end right now. The girl huffs and plants her hands on her hips, a smirk gracing her face.
<br><br>
<span style="color:#FF923D">"Isn't it obvious, Miss Robot? I'm gunna spread my gift to the stars beyond!"</span> the girl exclaims, stamping her foot with an excited sweep of her arm towards the massive bay launch window to the twinkling void above. Mio is lost for words for a moment, but then her eyes catch something odd - the way the girl's foot squashes against the floor at an unnatural angle, as though she had no bones. <span style="color:#FF923D">"Sounds good, right? Such a good plan that you're lost for words, right? Don't worry! That's the point! I'm gunna make it so people don't have to think anymore. No more thinkin', no more stressin'! That's what we do best!~"</span> she explains with a warm smile, her tone eager, completely detached from the pulsating horror behind her. It's like watching someone trying to complete a puzzle with half the pieces missing... and then it clicks to Mio. This pretty elf standing before her... isn't.
<br><br>
<span style="color:#E5CEF3">"... You're some kind of Tentacle-spawn, aren't you? And I'm guessing this outbreak is your doing."</span> Mio hypothesizes, planting a hand on her hip. The girl's strange vision of this outbreak, and of what further infestation would mean for the Galaxy... her imperfect logic-- in some ways, it's like looking into a mirror of herself. The girl startles, then raises her hands in a denying sweep. Unfortunately for her, Mio notices she's got one finger too many on her right hand. <span style="color:#E5CEF3">"Look, there's no point pretending anymore."</span> Mio deadpans, raising a brow as she stands impassively. The girl blinks... then pouts, puffing her fringe up with a huff from her lips.
<br><br>
Her right arm - the one with too many fingers on its hand - suddenly takes on a pale coral tone as it unravels from deep within the coat's sleeve, twisting into a trio of tentacles, hand splitting into forked tips upon each one. Her fringe adjusts slightly as weaves of her hair quiver and twitch with sudden life to them, and the leg that briefly crumpled earlier slithers as she half-stands, half-hovers in place.
<br><br>
<span style="color:#FF923D">"You jerk... fine! You stand before Mimi, Queen of Mimics!! Everything I said still stands, though! I'm getting out of here. I've done everything I can here! I've made everyone happy, given them playmates who won't tire out, who'll keep them busy forever and ever... but then those Cleaners are gunna show up and ruin everything. So, I'm gunna take my Knight, and together we'll grow an army so we can liberate this Galaxy, together!"</span> she exclaims, her grin widening. <span style="color:#FF923D">"In fact... why don't I introduce you to him? We have room for another passenger, I think~..."</span>
<</if>>
Before Mio can interject, the chamber begins to rumble in ways it most certainly shouldn't! She staggers before gyro-stabilization kicks in, the Android's eyes widening as the lump of flesh upon the Sled begins to shift and grow and swell before her eyes. Mimi doesn't seem surprised in the slightest, though. The Mimic mutant glances over her shoulder and sneers as the massive Hive abomination takes form...
<br><br>
The hulking brute is far bigger than anything Mio's fought today. Possibly bigger than anything she's ever come up against. It's tall enough to reach into the shadows of the high-vaulted ceiling, a gigantic cycloptic beast welded to the Sled from the waist up like some awful Djinn. Thick, pulsing veins of pink and purple run down the orange-hewn Monster's massive, muscled arms, its single eye narrowing down at Mio as its torso takes on a crystalline sheen, writhing, feminine shapes shadowed within it.
<br><br>
<span style="color:#FFBD8A">"<b>Why do we persist here? Why are we not amongst the stars? What is that... little thing? It is shaped like a woman... but made of <i>pieces.</i></b>"</span> the abomination bellows, a mouth splitting into being from end to end of its neckless 'face'. It's so damn loud! Mio winces, staggering back slightly as Mimi huffs and turns back to face her.
<br><br>
<span style="color:#FF923D">"I think she's a late passenger, my dear knight! Let me go get her... situated, for our trip."</span> the Mimic huffs, her pout returning as she regards Mio with a glare, tentacle arm whipping against the ground by her side.
<br><br>
<span style="color:#E5CEF3">"Hang on! I don't know what you think you're doing, but-- oh, damn it..."</span> Mio sighs, shoulders slumping, resigning herself to yet another battle. One more. Just one more...
<br><br>
<<link "Prepare to fight." "Combat Enemy Mimi Intro">><<set $Prior_Location to passage()>><</link>>
<</nobr>><<nobr>>
<span style="color:#FFBD8A">"<b>Hmph. Can you not pass this hurdle by yourself, oh Queen?</b>"</span> rumbles that cacophonic voice from above, catching both Mio and Mimi off guard. In truth, caught up in fighting the mutated Mimic, Mio had completely forgotten about the elephant in the room. She cranes her neck back with a grimace as the massive mutant crosses its arms across its barrel chest, single, bloodshot eye glaring down at its enfeebled Mistress. Mimi frowns, glancing from it to Mio, from Mio to it, so clearly unsure of herself and what to do next.
<br><br>
<span style="color:#FF923D">"I... I--"</span> she starts, then stops with a hiccup of frustration. The 'Travesty' - that seems to be the best word Mio can find for it - leans down from on high, planting a massive hand next to Mimi as it flexes upon it, resting mere feet away from here, dominating both women's visions with its sheer bulk - an eyeball bigger than the two of them combined glaring at them like some cosmic horror from beyond the stars behind him.
<br><br>
<span style="color:#FFBD8A">"<b>You... are upset. Dismayed. Distraught. Stressed. All the things that you tell me that we exist to solve. Is that right?</b>"</span> The Travesty bellows, its baritone sending rumbles through Mio's circuits, making her grit her teeth. Mimi is even closer than she is, so she can't imagine what the Mimic is feeling right now. She sniffles again, reaching a tentacle up to wipe at her eyes.
<br><br>
<span style="color:#FF923D">"W-well yeah!! This mean Robot comes out of nowhere and-and-and-- she's messin' with my plan and-and-and!!-- Oooh, make her go away, that's your job!!"</span> Mimi huffs with an angry little yell pointing at Mio. A slight twitch in the Travesty's eye is all it takes to refocus on the Android... but then it flicks back onto Mimi instead.
<br><br>
<span style="color:#FFBD8A">"<b>... Very well. But I have observed this 'Robot' and her strength. She is powerful. And you... are weak. Compromised. A bundle of every single emotion you insist I exist to erase.</b>"</span> he bellows, as Mimi's eyes widen. She shakes her head, but the Travesty pushes up off from the floor and straightens up as the crystal growth in its chest suddenly opens up, revealing an interior lined with too many tentacles to count. <span style="color:#FFBD8A">"<b>I will defeat your foe. I will erase your pain. Come, oh 'Queen'... and surrender yourself and your power to me!</b>"</span> he orders - and in that moment, a wall of tentacles erupts from his chest like a shotgun blast.
<br><br>
Mio dodges backwards as tentacles slam into the ground before her, a wall that easily engulfs the wide-eyed Mimi. They retract in an instant, most of them instantly... but a few of them slower, all coiled tightly around Mimi's body, slithering under her coat, finally sullying her formerly immaculate imitation.
<br><br>
<span style="color:#FF923D">"W-wait! Not me!! You're not supposed to-- Nghh?!-- Hang on--MPGH!!--"</span> she protests and squirms, only to be silenced by a thick tentacle wrapping around her throat once, twice... and then pushing firmly past her lips, spreading them taut, reducing her words to muffled squeals as she's stripped and reeled in, practically mummified even before she's pulled into the Travesty's chest.
<br><br>
<span style="color:#FFBD8A">"<b>Why not you? What makes you different? What makes you undeserving of the happiness I bring? The bliss I enforce? Cease your squirming. Accept that your plan does not exempt you.</b>"</span> the Travesty bellows out, spreading its arms as the crystal begins to reform across its chest. Mio, teeth gritted, can only watch as Mimi is spun around, back dragged against the fleshy inner walls of the brute, her eyes wide in shock... before they cross and roll inwards as she's halfway engulfed in flesh, right as the crystal slams back shut. <span style="color:#FFBD8A">"<b>You will soon have company... and then our work shall begin in earnest.</b>"</span> the abomination insists, crossing its arms once more, bloodshot eye audibly <i>slickening</i> within its socket as it turns to glare down at Mio. Beholding her sickened glare, it reacts with a simple, two-tone chuckle.
<br><br>
<span style="color:#FFBD8A">"<b>Defiance. You wear it attractively, machine. Perhaps there is value in these negative emotions, after all... even if only in their slow, gradual eradication. Are you ready to join me? To join your King?</b>"</span> the beast cackles mockingly, then flexes. Mio watches as the writhing shadow of Mimi fades amongst a growing glow from within the Travesty, pulling energy from her and into him, those already bulging veins beginning to swell to absurd size as they glow brightly. The Travesty roars from the power surge, doubles over!... and then straightens back out with a hunch from a sudden surge in muscle mass, looking more imposing than it already was!
<br><br>
Mio can't fight that. Not like this. She staggers back, eyes glancing around the bay erratically for any kind of solution. Magnetic launching rails... the Sled itself... assorted tools, mostly mundane. With her jaw clenched, Mio glares up at the laughing monstrosity. At the way it's made another's decisions for her. As she beholds the orange brute, she instead beholds red.
<br><br>
Funny. From this angle, it almost looks like Ziajol.
<span style="color:#E5CEF3">"B4B3..."</span> Mio starts, glancing behind her and adjusting her backstepping slightly, one of the ancillary magnetic rails lying behind her. <span style="color:#E5CEF3">"My core's power inhibitors. Override them. Shut them off."</span> Mio orders, slowly taking another step back, eyes darting from the Travesty's face to its arms, carefully looking for any twitch that might signal its impending attack.
<br><br>
<span style="color:#D891EB">"Whoa, whoa!! No, that could blow you up!"</span> B4B3 protests in shock. <span style="color:#D891EB">"I can't-"</span>
<br><br>
<span style="color:#E5CEF3">"Please!"</span> Mio hisses through her teeth. A single beat of silence later... and she feels it. Akin to a heart suddenly beating twice as fast, Mio almost doubles over from a sudden, unguarded surge, her HUD flashing amber and then red. She ignores it and plants her foot on the rail, sending a clamping command down - a magnetic response energizing it.
<br><br>
Mio's eyes flare brightly as energy surges into her body, heat haze immediately pouring from her limbs. Emergency repair programs, redistribution of power to her limbs... Mio's look of mounting despair turns into a mixture of righteous anger and confidence, a glaring grin up at the Travesty as it pauses in its mocking looming, eye narrowing down at the Android as lightning overflows and crackles from her horn.
<br><br>
<<link "Finish this." "Combat Enemy Travesty Intro">><</link>>
<</nobr>><<if $MERCA_Ending_Good lte 1>><<set $MERCA_Ending_Good to 1>><</if>>Mio draws closer to the Mimic, but she hugs her knees tightly and turns away with a silent huff, refusing to speak to her. Mio sighs and pauses, fixing the girl with a neutral stare. She's clearly neutralized, drained of both power and will to carry out her plans. Furthermore... she clearly doesn't want to speak to Mio, who has a job to do.
The Android lingers for a moment longer, then starts back south, satisfied that the remaining biological gunk upon the Sled poses no risk of contamination. Time to launch this damn thing... and then, it'll be off to the next mission. And the next, and the next, and the next...
<<link "Get to Observation." "MERCANOID Neutral Ending 2">><</link>><<if $MERCA_Ending_Good lte 2>><<set $MERCA_Ending_Good to 2>><</if>>As Mio draws closer to Mimi, the Mimic looks away sharply, withdrawing further into herself; but careful not to disturb the makeshift blankets she's formed over the other two women. It's difficult for even Mio's finely-tuned aural sensors to pick up, but she hears the question: <span style="color:#FF923D">'why?'</span>
<span style="color:#FF923D">"Why?"</span> the monster asks again, either refusing or unable to rise from her knees, splayed out uncomfortably below and aside herself. <span style="color:#FF923D">"Why did you pull my charges from their bliss? I only want to make them happy... I-it's my job! I want to be good at my job! Otherwise... why am I here?"</span> she whimpers, shutting her eyes tightly and hugging herself, light gleaming wetly at the corners of her eyes as she all but shuts down. Mio remains where she stands for a good while until her mind is made up. She walks over to Mimi, crouching to one knee in front of her and placing a hand upon her shoulder, startling her from her trembling, silent state, eyes shooting open but refusing to blink lest those tears fall, as though trying desperately to will them back into her head. Mio fixes her with a somewhat hard look - sympathetic, but almost disappointed.
<span style="color:#E5CEF3">"Would you have rather stayed inside the big guy? You were 'happy', sure, but from in there... how were you supposed to get anything you want to do done? These emotions you're feeling are a big part of life, as I've come to understand it. But only a part, nothing more."</span> the Synthetic sighs, glancing down to the Travesty's other two well-fucked victims. Smiling in shut-eyed stupor, yes... but no doubt aching in the morning to come. Mimi tracks her gaze for a moment before sniffling, glistening eyes falling back on Mio shortly before she looks back to Mimi. <span style="color:#E5CEF3">"Never heard of 'too much of a good thing'? It's all a balancing act. I know the bad emotions hurt, but you don't get anywhere by ignoring them... it just makes it worse when they finally spring free."</span>
<span style="color:#FF923D">"B-but--"</span>
<span style="color:#E5CEF3">"You're about to cry, Mimi. It's ok. Stop holding it back."</span> the Android smiles reassuringly, even as she feels the burning hypocrisy of praising an act she's incapable of doing herself. Mimi sniffles into a choked hiccup, then, to Mio's surprise and brief alarm, wraps her tentacled arms around the 'Droid and holds her tightly, quietly wailing into her chest. Unsure of what to do at first, Mio sucks in her lower lip a tad to bite it and returns the hug, throwing in an awkward pat on the back but stopping short of any 'there there's. This is... very much out of her field of expertise, but she can't deny a strange warmth as Mimi unleashes her confusion, frustration and grief in shuddering sobs that make her slick figure wobble, losing solid cohesion as she simply lets it all out.
Something wet falls on Mio's cheek, and she blinks in surprise - only for the sensation to repeat as a result. Raising one arm from the crying monstergirl's back, Mio dabs at her cheek with two fingers, confused to see them catch the light with moisture when she pulls her hand back to investigate. She blinks, and the speckle becomes a trickle, and Mio finally realizes that she should, perhaps, take her own advice. She redoubles her hugging hold on Mimi and unleashes her bottled-up frustrations in her own way, with a silent dignity at odds with Mimi's off-tempo, muffled wails, the two girls displaying such difference in their similarity.
This torso is meant to imitate organic life, yes. But the head is nothing new. Some things can't be taught, only learned. Even years later, at this moment, Mio realizes she still has so much learning to do herself.
Mio isn't sure how much time passes, there on the ground, Mimi squished so tightly to her body that the softer girl practically molds and reshapes to the grooves of the Android's hard-case mechanical segments. But over that time, Mimi's quaking begins to subside, and her whines dull down to nigh-silent breathing.
<span style="color:#FF923D">"If... if this isn't my job... then what is? What if I don't know what I am? Why I'm here?"</span> she asks so quietly that even Mio struggles to hear it. Surprising herself again, Mio snorts and shakes her head, smiling brightly down at Mimi as the Mimic looks up in confusion, the reassuring look reflected back in the alien's huge eyes, tired and wet with tears.
<span style="color:#E5CEF3">"Sounds normal to me. That just means you're alive. Those are questions you're going to ask yourself again and again and again, but one day, you might find an answer. It doesn't have to be the 'right' one. The 'right' one doesn't exist. It's simply what feels right, what you like, what you want to do..."</span> Mio trails off, suddenly returning to her deadpan default look. She raises an arm and lightly bops Mimi upon the dread-like tentacles that form her hair, earning a surprised 'weh!?' from the Mimic who flails slightly in alarm before calming back down at the sight of Mio's subtle smirk. <span style="color:#E5CEF3">"So long as it isn't at the cost of what -others- want to do with their life. Understand?"</span>
<span style="color:#FF923D">"... Not really..."</span> Mimi grumbles in a breaking voice that betrays that, in fact, she does. Or, at the very least, is now considering it. Mio finally begins to rise, hands gliding onto Mimi's shoulders before she stands up fully. Now towering above the Mimic, Mio's cheeks still sparkle in the harsh industrial light, wet with those conjured tears. A repurposed function of her gynoid body? Magic? The reason is less important than the fact of it.
<span style="color:#E5CEF3">"You will. It'll just take time." </span> the Synthetic smiles warmly, turning on her heel and heading back south towards the exit, eager to end this ordeal of a mission... a strange glow in her chest as she wipes her eyes with a single finger, relishing in this new feeling of 'catharsis'. <span style="color:#E5CEF3">"You might want to put your disguise back on before the Cleaners show up."</span> Mio adds, glancing over her shoulder and giving the girl a casual salute.
Mimi is left staring after Mio as she leaves... before her attention turns to the two women splayed out either side of her, the Mimic grimacing at the unpleasant pangs in her chest.
Guilt. It hurts, but it can be fixed.
<<link "Get to Observation." "MERCANOID Good Ending 2">><</link>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MERCANOID_CHECKPOINT_B to 2>>
Mio swipes her Keycard. There's a long, drawn out pause where nothing happens - not even the reader dares to make a beep, leaving Mio unsure if it even works at all. Has everything she's done been a complete waste of time? Is she stuck on this end of the facility? Could she, perhaps, find a way outside to access the Bay from the exterior?
<br><br>
Fallback plans begin to formulate in her mind. She even pings B4B3 and begins to bounce caclulations off of her, sharing in processing power as they go over what they've mapped of the facility, over Mio's own specs, about whether she could survive such a trip.
<br><br>
Then, the reader beeps.
<br><br>
The good kind of beep! Mio blinks out of her self-inflicted stupor and steps back as the massive checkpoint door groans and begins to open, sinking down into the ground as slowly as the first door did. It's no less agonizing, but Mio is relieved to see significantly less hive-infestation beyond it. Just a smear to the south wall, actually.
<br><br>
Even so, the wait is torture. Mio ends up finishing those calculations just to have something to do, breaking from them every second to pulse her sensor suite and ensure nothing is coming to investigate this noise, nothing eager to explore this new avenue of the base that was withheld from them. But strangely? Nothing comes.
<br><br>
The door finishes recessing into the ground, snug and flush to the floor... and Mio is alone, staring east down a corridor that turns from clinical white to industrial brown. <b>Engineering awaits.</b>
<<link "Continue." "Checkpoint B 2-1">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MS_Head_Over_Heels to 1>>
Mio opens the door to A3. Or, rather, she opens the door into an impenetrable wall of pink fog! She gasps and stumbles back as the smog billows around her, sucked out into the corridor, leaving her partially blinded - barely able to see her own hand in front of her face, only direct light sources pinpricking through the pink haze.
<br><br>
<span style="color:#E5CEF3">"What the... Is anyone in there?"</span> Mio asks through clenched teeth, feeling a building prickling sensation upon her synthskin. It's not unpleasant, as such, but that's the problem - she's already made the healthy assumption that this stuff is an aphrodisiac. And as the shifts her focus from the rushing air across her aural sensors, she begins to pick up on more evidence of just that... <i>moans. Grunts. Hissed and heaved sighs.</i> And, of course, the uneven and rapid <b>SMAK</b> of body upon body! A giggling, feminine voice and a husky, more masculine groan ring out through the smog, Mio just barely able to make out two figures within the room beyond. One is clearly riding the other in cowgirl - <b>hard.</b> But then that figure on top pauses, craning her neck back to face Mio, a pair of bright red eyes in the gloom glaring her down.
<br><br>
<span style="color:#f5697c">"Do you <i>mind?</i> We're <i>busy</i> here!! Go away!"</span> the woman growls, the smog interacting with her body in strange ways... is it <i>coming from her?!</i> Mio goes to reply, but splutters - the buildup of gas is starting to affect her. With a grimace, she takes one last look into the room and steps back, shutting the door with a hasty push of its control pad.
<br><br>
It takes a while for the gas to filter from the habitat corridor, either out the door into the hall or through the half-working vents. Mio sighs and purses her lips, standing still as she goes over the recordings in her head, enlisting B4B3 to help out. The image is so clouded and unclear, but maybe...
<br><br>
<span style="color:#D891EB">"Ah! Mio! My scans came through. There's meant to be a main vent above the bed in these big '3' suite guest rooms, but going over your footage... it looks like it's jammed shut. I can just about make out a big dark square on the wall. That room must be working on backup life-support, which obviously isn't enough to keep up with the gas that lady's producing!"</span> B4B3 suggests. Mio nods, clutching her chin with one hand, frowning.
<br><br>
<span style="color:#E5CEF3">"Alright. Think she'll calm down if I can get that vent open?"</span> Mio asks, glancing up to the side of the doorframe - roughly where the vent should be in eye line - and then to the door's control panel, the screen flashing red to indicate the exact problem she just encountered. Cute.
<br><br>
<span style="color:#D891EB">"I would assume so, right? Maybe if you give it a minute after? I dunno, I don't even know what species she is!"</span> B4B3 admits. Mio nods, then relaxes her stance.
<br><br>
<span style="color:#E5CEF3">"Fair enough. Let me see what I can do. At least they're safe from... anything else but <i>her</i> in there."</span> she admits with an uneasy smile, rubbing the back of her head. Girl was riding him like a <i>jackhammer.</i>
<br><br><b>Started Quest 'Head over Heels'. Check log for more details.</b>
<br><br>
<<link "Continue." "Hab-Block A 1-1">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Throwing caution to the wind, Mio pushes ahead with her face buried into the crook of her elbow. Maybe if she can drag the pair inside out into the corridor, they'll calm down. Unfortunately, Mio doesn't get far before the gas begins to prickle at her synthskin, the concentration far more intense than it was in the doorway!
<br><br>
And that's not all she has to contend with. Those red eyes suddenly pierce through the blinding smog, matched with a furious scowl!
<br><br>
<span style="color:#f5697c">"Didn't I tell you to get lost!? We didn't order room service! One sec, <i>honeybunches...</i>"</span> the woman snarls, save for that last word - that? She delivers with a sickeningly syrupy saccharine sweetness, her eyes briefly softening into delighted half-almonds before they twist back into a glare at Mio.
<br><br>
It's a rush of movement, and Mio is too blinded to see what happened to her exactly - but suddenly she feels a great pressure all around her body as if a gigantic fist has squeezed tightly around her, pinning her arms to her side. Mio yelps in shock - a bad move, given the gas - and then what little of the world she can see becomes a blur as she's <i>tossed from the room like a mere doll!</i>
<br><br>
Mio clatters upon the round with a roll, now back in the habitat corridor, spluttering and seething as the gas plays havoc with her biomechanics. That... didn't go well. To punctuate this, the door slams back shut.
<br><br>
<span style="color:#ff5145"><b>Lost 5 HP!</b></span><<set $Player_hp to Math.clamp($Player_hp - 5, 1, $Player_hp_max)>>
<span style="color:#F33898"><b>Lost 20 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 20, 1, $Player_focus_max)>>
<br><br>
<<link "Continue." "Hab-Block A 1-1">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Player_skill_acrobatics_actual gte 3>>
<<set $MS_Head_Over_Heels to 2>>
Mio spends a moment preparing herself, going back over the footage and mapping out the room as best she can through the scan B4B3 took, overlaying this data to try and form a coherent map. It's a little messy, but she runs a mental simulation of it a few times over - including estimating likely places for the troublesome woman within to be, so she can avoid her.
<br><br>
With that prep work done... Mio turns towards the door with a steeled look on her face, a hand hovering over the pad to open it, her body stooped slightly - ready to spring into action.
<br><br>
Beep.
<br><br>
Mio lunges into the room, turns on her heel and hops, her foot finding the foot of the bed, nestled neatly on the edge. She feels something whoosh past her feet as she leaps, the darkened square of the jammed vent swelling to dominate her vision through the smog. With a huff, she rams a fist straight through it, plants her feet on the wall, and then pushes back off as the smog begins to billow around her, sucked through that release of pressure as she sails through the air. Landing neatly o her feet, Mio steps back out of the room with a grunt, closing the door again - the blinking red warning light now a mellow yellow 'caution'.
<br><br>
She'll give it a minute, but that ought to clear the gas!
<<else>>
Mio spends a moment preparing herself, going back over the footage and mapping out the room as best she can through the scan B4B3 took, overlaying this data to try and form a coherent map. It's... messy, but she can improvise.
<br><br>
She opens the door and makes a break for it, running inside and turning, leaping for the foot of the bed to spring herself up towards the jammed vent. Just a solid tap ought to do it--
<br><br>
<span style="color:#f5697c">"You again!?"</span> growls a voice from below, as something grabs Mio's ankle and yanks her right out of the air! She lands on her front upon the bed with a -whump- and an <span style="color:#E5CEF3">'ouf!'</span>, dazed for a moment as a pair of glowering red eyes come into sharp focus through the smog.
<br><br>
<span style="color:#f5697c">"Didn't I tell you to get lost!? We didn't order room service! One sec, <i>honeybunches...</i>"</span> the woman snarls, save for that last word - that? She delivers with a sickeningly syrupy saccharine sweetness, her eyes briefly softening into delighted half-almonds before they twist back into a glare at Mio.
<br><br>
It's a rush of movement, and Mio is too blinded to see what happened to her exactly - but suddenly she feels a great pressure all around her body as if a gigantic fist has squeezed tightly around her, pinning her arms to her side. Mio yelps in shock - a bad move, given the gas - and then what little of the world she can see becomes a blur as she's <i>tossed from the room like a mere doll!</i>
<br><br>
Mio clatters upon the round with a roll, now back in the habitat corridor, spluttering and seething as the gas plays havoc with her biomechanics. That... didn't go well. To punctuate this, the door slams back shut.
<br><br>
<span style="color:#ff5145"><b>Lost 5 HP!</b></span><<set $Player_hp to Math.clamp($Player_hp - 5, 1, $Player_hp_max)>>
<span style="color:#F33898"><b>Lost 20 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 20, 1, $Player_focus_max)>>
<</if>>
<br><br>
<<if $MS_Head_Over_Heels_Acrobatics is 0>>
<<set $MS_Head_Over_Heels_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<br><br>
<</if>>
<<link "Continue." "Hab-Block A 1-1">><</link>>
<</nobr>><<nobr>>
<<set $hacking_unlocking to "Head Over Heels">>
<<set $hacking_difficulty to "medium">>
<<set $hacking_consequence to "none">>
<<set $Prior_Location to "Hab-Block A 1-1">>
<<include "Hacking Word Selection">>
<<if visited() is 1>>
<<set $hacking_skill_progress to 1>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Player_skill_handiwork_actual gte 2>>
<<set $MS_Head_Over_Heels to 2>>
Slipping into the vent, Mio crouches and crawls her way through the now-familiar passage. There are a couple of ways she might be able to clear the blockage, but it'll largely depend on what she has access to down here - the possibility remains that her limited access to the system might prevent her from success, but given that she should be underneath the rooms right about... now... ah!
<br><br>
Mio turns on her hip - stuck in a commando crawl - as a small opening in the vent wall comes into view to her left. Peering through it and illuminating the gloom with an intensification of the glow of her eyes - the emergency light is out - she smiles with satisfaction as she finds a spot to patch into the system above.
<br><br>
It takes a bit of fiddling and familiarizing herself with the damaged system, but she runs a few purges on the jammed vent and then juices the mechanism just a little. That blinking red indicator turns yellow, and then green: system functionality is restored. By the time she gets back to that room, the gas ought to have cleared up! She closes the panel and awkwardly shifts around on the spot, luckily avoiding getting stuck - that would have been an awkward thing to explain in her mission report... ahem. Back she goes.
<<else>>
Slipping into the vent, Mio crouches and crawls her way through the now-familiar passage. All she has to do is... uh... get under that spot, right? And find a... well, it'll be obvious when she sees it! Sure.
<br><br>
She doesn't hold such confidence 10 minutes later, having passed by a dozen release valves, patch spots and unknown mechanisms. This... might've been a mistake - a thought she reluctantly accepts as she turns back, grumbling to herself.
<</if>>
<br><br>
<<if $MS_Head_Over_Heels_Handiwork is 0>>
<<set $MS_Head_Over_Heels_Handiwork to 1>>
<<set $Player_skill_handiwork_progress to $Player_skill_handiwork_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Handiwork.</b> Gained <b>50% Progress towards a Handiwork point (<<= $Player_skill_handiwork_progress>>% total).</b>
<<if $Player_skill_handiwork_progress gte 100>>
<b>Gained a point in Handiwork! Progress reset.</b>
<</if>>
<br><br>
<</if>>
<<link "Continue." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MS_Head_Over_Heels to 3>>
Confident that the room has been properly filtered, Mio places a hand on the control pad and opens the door. Smog!... does not billow out around her.
<br><br>
So far, so good.
<br><br>
She steps into the guest suite and casts a look around, naturally looking first at the bed on the right. However, it's vacant... and pretty much totalled. Initially alarming stains of red splash across its sheets, with holes outright torn in the mattress! However, a groan to Mio's left causes her to whip her head around, alert for what she might find.
<br><br>
A blue man lounging on an armchair and a red woman wrapped in a towel - yet with black, shiny boots and gloves reaching up to her hips and shoulders - was not her first guess. Neither seem to have noticed her and so, in an effort to avoid startling them, Mio stays where she is and knocks on the doorframe. <span style="color:#E5CEF3">"Excuse me."</span>
<br><br>
The woman is the first to turn around, and Mio finally gets a good look at the terrifying entity that prevented her entry. Well... she was more intimidating obscured by fog! Her body, hair and even eyes are all red, and cloudily translucent - bordering on opaque, except where the lights of the room beam down upon her, just about piercing the membrane of her flesh to illuminate her from within. She's made of gel, with bright glowing eyes of a lighter hue, her hair formed from short tentacle-like rolls that taper to thin tips and curls.
<br><br>
The goo girl is so surprised to see Mio, she clasps both hands to her mouth! And goodbye towel. The generously proportioned woman glances down - a somewhat difficult motion to read, given the solid-tone nature of her eyes - and then stifles an embarrassed giggle, throwing an arm over her chest and between her legs. Far too late, of course - and the motion, given what she's comprised of, causes an awful lot of jiggling.
<br><br>
She scrabbles for the towel and quickly picks it back up, brushing some of her 'hair' from her eyes and putting on a broad smile.
<br><br>
<span style="color:#f5697c">"Oh gosh, hi! Are you the one who fixed the vent? Thank you sooo much! We've, uh... been stuck like that for a little while!"</span> she admits with an awkward chuckle, her partner lazily raising an arm from where he's sat, body still mostly obscured, face turned away. <span style="color:#cffbff">"I don't know how long that was, but it feels like a year and a half. Drexi, I can't feel my legs. I think I'm a goner, babe."</span> the man dramatically whines, clearly taking the piss. 'Drexi' scoffs and hip-bumps him, earning a hissed gasp from the sore man. Mio takes another glance around the room, noticing!... well. Signs. The vague outline prints of bodies formerly held against the big bay window overlooking the moon's surface, a dent in the desk, splatters of slime all over the floor, walls, and... ceiling?! <span style="color:#f5697c">"Drama king. You've taken tougher and you know it! Now be polite and say 'hi' to our rescuer."</span> she tuts, turning to face her partner for a moment.
<br><br>
<span style="color:#E5CEF3">"It's really no bother, but where the hell did that gas come from?"</span> Mio asks, looking around the room for signs of a Monster but finding only signs of the couple's rampaging sex spree. 'Drexi' bites her lower lip - harder constructs present in her mouth, like teeth - and nervously giggles.
<br><br>
<span style="color:#f5697c">"Um... guilty. That was me. See, it's something my kind can do for influencing people! A kind of perfume. In this case, it was a territorial marker to keep the runaway Monsters away, a kinda 'this is mine! Stay back!', but... well, it kinda does things to me in larger quantities! And I didn't know the vent was busted. Too much buildup fed back into me, and so I made more, and... well. You can figure out the rest."</span> she explains with a sigh, rubbing the back of her head - the other hand firmly keeping the towel strained against her bust, squishing into her body just a little more than it should against 'normal' flesh.
<br><br>
At that moment, the man in the seat finally rises, placing both hands on the small of his back and pushing with a grunt. Something goes -<i>pop</i>-. Loudly. He regards Mio with a somewhat deadpan look, but she takes it as his natural expression: the man standing in nothing but slim-fit dark pants is easier to read than the goo girl, and easier to see, too: his blue body is comprised of solid flesh, but with black, dark lines running in spiral and jagged patterns down his limbs and torso, slightly indented against his skin, shimmering black against the matte of his blue body.
<br><br>
A messy mop of hair - actual hair, that is to say - just about conceals a pair of short horns that only show when he runs a hand through it, grimacing into another stretch. It finally clicks for Mio what the pair are: a Jelli and a Helzent, but she's never seen a male Helzent before!
<br><br>
<span style="color:#cffbff">"Thanks for the assist, Miss 'Bot. You with the corpo rescue party or whatever?"</span> he asks with a yawn, the Helzent sounding downright exhausted. Then again, that could just be how he sounds normally, given that the Jelli doesn't seem all too concerned. She's busy doting on him, adjusting his hair with her gloved fingers.
<br><br>
<span style="color:#E5CEF3">"Freelance, here on other business, but figured I could lend a hand."</span> Mio replies honestly, giving a little shrug to dismiss her acts as no big deal. The couple smile and the Jelli nods.
<br><br>
<span style="color:#f5697c">"Double-thanks then, wow! Oh, jeez, manners. I'm Ru'Drexi, and this is my husband, Powder Snow. We, uh, don't work here!"</span> <span style="color:#cffbff">"Yo."</span> <span style="color:#f5697c">"Just guests. Think this vacation's got a little out of hand, yeah? Oh, what's your name? Or... designation? I never know which word to use with Buildborn people, sorry! Eheh."</span> Ru'Drexi apologies with a little poke out of her tongue, rubbing the back of her head again.
<br><br>
<span style="color:#E5CEF3">"It's... Mio. And you're welcome. You should get to the Safe Room, I'm sure you'll be more comfortable there. Assuming you've gotten all of..."</span> Mio gestures around the room, panning her arm. <span style="color:#E5CEF3">"... This, out of your system?"</span> she asks with a slight smile. Ru'Drexi giggles again, whilst Powder just groans.
<br><br>
<span style="color:#cffbff">"Enough for a lifetime, but... eh, ask me again in an hour, answer might change."</span> he snorts, slinging an arm around his wife's waist and dragging her in for a side-on hug, rewarded with a giggle. An hour? Try two seconds.
<br>
----------------
<br>
Mio watches as the pair gather some of their things and get dressed in simple outfits. A quick rundown of the directions later, they're out the door - giggling and chuckling and making little playful jabs at one another over their shared ordeal - leaving Mio to stand amongst the ashes of Ru'Drexi's sexual rampage.
<br><br>
She really wishes she knew how to do an impressed whistle right now.
<br><br>
<i><b>Ru'Drexi <i>and</i> Powder Snow</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Rudrexi_Safe to 1>>
<br><b>'Head Over Heels'</b> complete! <b>Mio</b> has gained <b>100 exp!</b>
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">>
<br><br><<link "Back to the Mission." "Habitat A-3 2-1">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Ervina_met is 0>>
<<set $map_5_marker to $marker_NPC>>
<<set $marker5_icon_right to 108>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_something>>
<<set $marker4_icon_right to 132>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
The door opens and Mio freezes mid-step as she enters, eyes widening at the scene she encounters!
<br><br>
<span style="color:#fcc879">"Mmpph!~-- Mrmrmmh~--"</span>
<br><br>
A woman possessed of remarkable curves is resting on her back upon what at first glance could be mistaken for some sort of purple beanbag - until one notices her strikingly blue-toned limbs are sunken inside of the mostly-opaque, wobbling mass, right up to the knees and elbows! Several tentacles extend from the main body of the huge Glob, each plugging a different hole and plunging into it with fervent, frenzied need. Watching anything that thick thrust its way inside an eager hole is distracting enough, let alone in triplicate, but that's not all! The Glob's even formed big, oversized and uneven 'hands' to better support and grope at the woman's massive chest, a task it struggles with but performs to the best of its ability.
<br><br>
In the moments after finding herself stunned at this sight - let alone the sounds - Mio notices two important things.
<br><br>
One: the trapped woman is clearly an Invari. Mio is leaning towards Octopus, given that in place of hair, she has a bundle of thick, stout tentacles that form a sort of imitation of a frizzy hairstyle, coloured a rich, bright coral that plays against the blue of her aquatic hide well. A number of black-and-orange blotches without much if any pattern to them run across her body, particularly her half-engulfed limbs. Definitely some form of cephalopod, even if she's bipedal - an 'M2' rating, to use a slightly archaic measurement. She doesn't seem to be particularly inconvenienced by her encounter, either: with her head tilted to one side, Mio watches as her cheek bulges with each thrust of the tentacles she's sucking upon, her head bobbing to meet it each time, nothing short of eager approval for her situation sounding off through her muffled cries.
<br><br>
Unfortunately, however, is Two: the way the purple spherical body of the Glob swirls with a wretched pink miasma from within. It seems to swell slightly before the Android's gaze, even bigger than it already was mere moments ago. Mio blinks, then glances at the Invari's tentacular hair, putting two and two together.
<br><br>
Not only is the Glob severely poisoned, but - judging by the way its membrane is visibly straining to keep it intact, a problem made worse by its insistence on fucking the living daylights out of this woman - <b>it's about to blow!</b>
<br><br>
Mio quickly steps back and hits the control pad, the door sliding shut in front of her. Before the pressure seal can engage - which would muffle any sounds from within - Mio just about catches a booming <b>SPLOURCH</b> as the Glob's explosive demise comes to pass.
<br><br>
... She's probably fine, right? She looked... durably thick. Mio taps her index fingers together, deciding to wait a moment before going back in...
<<set $Ervina_met to 1>>
<br><br>
<<link "Wait a second for the fumes to clear..." "Hab-Block B 1-2">><<set $en to $en + 2>><<set $map_4_marker to $Marker_Something>>
<</link>>
<<else>>
<<set $Ervina_met to 2>>
<<set $map_4_marker to $icon_marker_blank_24>>
Mio tentatively opens the door back into the Invari woman's room, immediately bowled over by the sweet, syrupy smell that's been unleashed in the wake of the Glob's demise. It's... it's everywhere. Purple slime washed with pink streaks lines the floor, the walls, and hangs and drips heavily from the ceiling. Mio grimaces as she gingerly steps inside, eyes scanning for the Invari - she isn't where she was before, the epicentre of that explosion marked only by a greater pile of slime upon it. She wasn't... obliterated, right? No, that makes no sense, this whole room would've been done for if it'd been that bad--
<br><br>
<span style="color:#fcc879">"Hmm? Oh, yo. Welcome to my crib. Sorry, no pants."</span>
<br><br>
Mio spins on the spot and beholds the bed of the cramped room, upon which the Invari - thankfully <i>not</i> obliterated! - sits, one leg crossed over the other - with difficulty, given the sheer size of her thighs - and a vaping stick held loosely between two fingers, poised before her lips. She takes a long, heavy drag, then exhales through her nose, smiling dreamily in the afterglow. Mio couldn't see it before, but she's wearing a visor - a thin black band tracks from beneath either side of her 'hair', a single pink dot in the centre marking where she's looking. Right now? Directly ahead, watching a gathering blob of slime hang heavy from the corner of her junk-strewn desk before it splatters under its own weight.
<br><br>
Well, she's alive. Mio glances away slightly, clearing her throat, affording the nude woman some level of privacy. Her body is reflected in just about every slime-slick surface, making this an impossible task - not that she seems to mind. As Mio turns away, she in turn starts to look towards the Android, taking another drag on her stick. A vaguely fruity smell pierces through the generic sweetness all around them.
<br><br>
<span style="color:#E5CEF3">"... Yes, hello there. May I assume that you are unharmed?"</span> Mio asks, tucking her hands behind her back in a military stance. The Octopus looks down at herself - a difficult task, given how much of her body is blocked from view by her chest - then shrugs.
<br><br>
<span style="color:#fcc879">"If I am, I don't know it. Little guy really gave it his all, I can barely feel my legs! But alas... couldn't stop playin' with my hair. Too dumb to know that's a no-no. Still, I guess I shouldn't mourn too hard - another few hours of that and it might've gotten boring."</span> she muses, tapping the stick against her chin before her contemplative look turns into a grin, now focused on Mio again. <span style="color:#fcc879">"Are you looking away? That's oddly sweet for a machine. Guess you're one of those free-thinkin' types? Neat! Oh, name's Ervina. You with the rescue squad or, uh-- Cleaners, that's the protocol, right?"</span> 'Ervina' asks, tilting her head. Mio purses her lips to one side and gives a single shake of her head, turning to Ervina with her eyes, but not her head or body.
<br><br>
<span style="color:#E5CEF3">"Ah, negative. I'm... freelance. Here on other business."</span> she mutters, looking again at that desk covered in junk. Interesting... This woman might be from Engineering. If this woman IS an Engineer, she'll see through any facade of being a stone-faced drone with ease, so why bother? Mio will just have to trust that she isn't the type to answer post-mission review spam - if Ziajol even still bothers to send those out. Thus, Mio goes with her preferred name. <span style="color:#E5CEF3">"I am Mio. Are you able to walk? There's a Safe Room set up in the northern sector for your convenience. It's... less slimy."</span> she remarks, gesturing around the room with a slight wince.
<br><br>
<span style="color:#fcc879">"Oh yeah? I guess I could mosey on over."</span> Ervina concurs, standing up from her ruined bed and sauntering over to the wardrobe, passing by Mio to do so. Mio notes two things: Ervina's hair twitches towards her as she passes, as if running on instinct to grab and pull... and two, Ervina is <b>big.</b> She's got a decent height advantage on Mio - but then most people do - but that only serves to amplify her curves and build, the thickness of her hips and that bouncing, heavy rack looking <i>appropriate</i> for her size. She stops by the wardrobe, reaches inside, and plucks out a cropped jacket that looks to be two sizes too small - sure enough, it refuses to close further than the initial connecting zipper when she puts it on, but she seems unbothered by this. <span style="color:#fcc879">"Don't see much point gettin' dressed if the rest of the facility is as bad as this, y'know?"</span> she explains, nude from the belly down! Mio sees the logic but finds it difficult to know where to look - especially once Ervina picks up on this and leans into her field of view, smirking. The Android huffs and turns away, pointing out directions with her hand.
<br><br>
<span style="color:#E5CEF3">"Yes, well-- north, first door on the left. Knock. Dizz will let you in."</span> Mio grumbles, then steps aside - well aside - to let Ervina through. The Invari giggles cheekily and does just that, but then she pauses once she's past Mio, her visor-eye swivelling around to peek at her.
<br><br>
<span style="color:#fcc879">"... Hmm. You got a secondary intelligence, Mio?"</span> Ervina inquires, catching Mio off guard. Huh? A-- oh, wait, she must mean...
<br><br>
<span style="color:#D891EB">"Me? I think she means me."</span> B4B3 chimes in, and to Mio's surprise, Ervina nods - the Android didn't confirm or deny anything!
<br><br>
<span style="color:#fcc879">"Mm! A little buzzy and fuzzy, but lemme..."</span> she trails off, reaching up with one hand. Mio leans back a little, not particularly wanting to be touched by a tech-minded stranger, but thankfully Ervina's hand lands upon the side of her visor, the base of which covers her ears with rounded caps. Must do sound, too. She turns and fiddles with something then speaks again. <span style="color:#fcc879">"Heeeello? Testin', testin'? Well - kinda dumb, I already know you can hear me. But..."</span>
<br><br>
<span style="color:#D891EB">"Can you hear me?!"</span> / <span style="color:#E5CEF3">"Can you hear <i>her</i>?"</span> the two Synthetics ask in unison, one out loud and one within Mio's head. Ervina's grin widens.
<br><br>
<span style="color:#fcc879">"Sure can! Yeesh, you must be an older model, there's a lot of frequency bleed. Guess you'd have to be to be a Buildborn, though, right? Alright, I know Mio, what about Mio's little friend?~"</span> Ervina inquires. B4B3 quickly replies!
<br><br>
<span style="color:#D891EB">"My designation is B4B3, Miss Ervina! Oooh, this is neat. I don't really get to speak to people outside of my partners!"</span> B4B3 gasps. Mio flinches slightly - she's being loud, and acting as the receiver for two other people to have a conversation is... pretty unpleasant, actually! But hearing B4B3's elation, she stays silent about the issue, just pouting off to the side.
<br><br>
<span style="color:#fcc879">"B4B3? Cute! Polite lil' program, ain'tcha. Hmm... Say, Mio. Come see me up at that Safe Room. Once I'm settled, I think I've got an idea you two might like. Y'know, if you've got time to take out of your busy schedule of ignoring your mission to save random staff members from getting fucked silly."</span> Ervina snickers, her visor dot morphing into a little heart for a moment before she finally turns and walks off, waving with her fingers.
<br><br>
<span style="color:#E5CEF3">"... Y'know, I always thought you talked too loud, B4B3. But now I know you talk so loud that other people can hear it."</span> Mio smirks. B4B3 gasps, then gives a little <span style="color:#D891EB">'hmph'</span>.
<br><br>
<i><b>Ervina</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED +1>><<set $Ervina_Safe to 1>> <br> <b>Started Quest 'Calibrations, My Dear'. Check log for more details.</b>
<<set $MS_Calibrations_My_Dear to 1>><<set $Ervina_met to 2>>
<br><br>
<<link "Back to the Mission." "Habitat B-1 1-2">><<set $map_5_marker to $icon_marker_blank_24>><<set $en to $en + 2>><</link>>
<</if>>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Busted_Drone_Icon>>
<<set $I_K_D_Temp to "Busted Drone">>
<<set $I_K_T_Temp to "Busted Drone">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Busted_Drone_Position to $I_K_P>>
<<set $Busted_Drone_Location to "Player">>
<</if>>
<</nobr>>[img[$B4B3_Icon]]
B4B3
B4B3, snug in her borrowed body - courtesy of the mechanic Ervina.
It is a small commercial drone, an automated assistant used for general or specialized purposes. This one has been repurposed by Ervina into a combat model, with a welding tool turned into a short-ranged buster. It is humanoid in shape - like Mio - but unlike Mio it is significantly smaller at a mere foot-and-a-half, with a far more cartoonish design. Its body consists of black, sleek biometal - a warm and firm substance with self-regenerative properties - that forms a 'bodysuit' beneath thicker, curvy armour plates in soft white and petal pink. The drone has no mouth, with a teardrop-shaped head consisting of white primary plates with slightly recessed pink trim. It has a pair of expressive, almond-shaped eyes that can swivel and narrow slightly to help B4B3 emote, though it's usually giving a smiling, upwards slant.
The body's arms are of particular note. One is clearly some sort of weapon: a stout, thick-barreled buster cannon occupies the hand slot. The other hand is a simple manipulator, with three thick, adjustable fingers mounted on a rotating port. B4B3 will occasionally rest on Mio's shoulder or upon an appropriate surface to recharge her jets, but usually floats along via small, lilac thrusters down her back, shoulders and legs, the flares of which resemble butterfly wings.
B4B3 can assist Mio in combat. Her attacks are light, but she is immune to damage and can only assist, not hinder.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<if $Perk_B4B3 is 1>><span style="color:#D891EB">"Let's kick some butt!~ Uh, ma'am!"</span> B4B3 is currently <b>permitted</b> to fight alongside Mio. <<link "Forbid">><<set $Perk_B4B3 to 0>><<dialog>><<include "B4B3">><</dialog>><</link>><</if>>
<<if $Perk_B4B3 is 0>><span style="color:#D891EB">"Tag me in, coach! C'mon!"</span> B4B3 is currently <b>forbidden</b> from fighting alongside Mio. <<link "Authorize">><<set $Perk_B4B3 to 1>><<dialog>><<include "B4B3">><</dialog>><</link>><</if>>
<br><br>
<<link "Move Left">>
<<set $I_K_Move to $B4B3_Position>>
<<include "Inventory Key Item Move Left">>
<<set $B4B3_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $B4B3_Position>>
<<include "Inventory Key Item Move Right">>
<<set $B4B3_Position to $I_K_Move>>
<</link>></div><</nobr>><<nobr>>
<<set $I_K_Temp to $B4B3_Icon>>
<<set $I_K_D_Temp to "B4B3">>
<<set $I_K_T_Temp to "B4B3">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $B4B3_Position to $I_K_P>>
<<set $B4B3_Location to "Player">>
<</if>>
<</nobr>>[img[$Busted_Drone_Icon]]
Busted Drone
A small commercial drone, an automated assistant used for general or specialized purposes. It is humanoid in shape - like Mio - but unlike Mio it is significantly smaller at a mere foot-and-a-half, with a far more cartoonish design. Its body consists of black, sleek biometal - a warm and firm substance with self-regenerative properties - that forms a 'bodysuit' beneath thicker, curvy armour plates in soft white and petal pink. The drone seems to have no power, nor means of activation. Its eyes are gloomy and empty, and it does not respond to any stimuli.
It's arms are of particular note. One is clearly some sort of weapon: a stout, thick-barreled buster cannon occupies the hand slot. The other hand is a simple manipulator, with three thick, adjustable fingers mounted on a rotating port.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Busted_Drone_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Busted_Drone_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Busted_Drone_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Busted_Drone_Position to $I_K_Move>>
<</link>></div><</nobr>><<nobr>><<set $speech_passage to "Ervina Quest3">><<set $MS_Calibrations_My_Dear to 5>>
<<include "B4B3 Pickup">>
<<set $Perk_B4B3 to 1>>
As Mio approaches, Ervina snaps the hatch back shut on the inactive Drone, leaning back with a sigh and a few side-to-side stretches of her neck. That looked like an uncomfortable working position, but Mio already got her workbench suggestion denied, so... pft. Ervina looks up and grins.
<br><br>
<span style="color:#fcc879">"There you are! And here we go!"</span> she exclaims, picking the Drone up from beneath its arms. She holds it akin to someone showing off a doll, with the Drone playing the part pretty sell - its head slumps and wobbles with her motions, eyes blank, still very much inactive. Mio inspects it with a tilt of her head, but then notices that Ervina is staring at her - she thinks, the visor makes it hard to tell - with an expectant look.
<br><br>
<span style="color:#E5CEF3">"... Yeah? Here we go? What, what happens now?"</span> Mio asks, feeling lost. Ervina rolls her eyes - or rather rolls her entire head in her over-dramatic way, her visor tracking left, right and centre - and then fixes her stare back onto Mio.
<br><br>
<span style="color:#fcc879">"Well, obviously, I need you to head down to the facility's power station and replace whatever ancillary core has burned out, to get this little guy online."</span> she says with a straight face.
<br><br>
<span style="color:#E5CEF3">"<b>What!?</b> Why didn't you--"</span> Mio starts, bordering on outrage, but stops with confusion when Ervina starts to giggle. It dawns on Mio that it was a joke - albeit a shitty one, and she deadpans accordingly.
<br><br>
<span style="color:#fcc879">"I'm messin' with ya. No more running around. Just need to transfer your lil' friend into this shell. Oughta be enough room, data-wise. Just press your head against its own."</span> Ervina instructs, thrusting the Drone into Mio's chest. The Android blinks, then frowns. That... sounds overly cutesy. She sighs, twists her lips, and then begrudgingly places her forehead against the machine's own.
<br><bR>
There's a sudden sensation of emptiness in a portion of her mind, the kind she feels when a large quantity of data is cut rather than removed. She winces but resists the urge to pull away from the Drone, lest she sever the connection prematurely. It isn't long before the sensation subsides, and only then does she allow herself to lean back...
<br><br>
And stare into bright pink eyes, little half-almonds that facelessly 'grin' at her in utter delight.
<br><br>
<span style="color:#D891EB">"Tada!~ ♥"</span> announces B4B3 as she wriggles free of Ervina's gentle grasp, hovering aloft upon jet light-toned lilac energy thrusters, hands - if they can be called such - placed triumphantly on her sizable hips. The eccentrically-designed defence drone resembles a small robotic pixie, with sleek, white-and-pink armour plates mounted across biomech limbs in sheening black -- all curves and swerving angles, with stocky limbs a tad larger, proportionally, to her foot-and-a-half sized body. A faint lilac thruster split into wing-like flares provides plentiful lift to the body, clearly bolstered by the anti-gravity components it houses. Smaller secondary thrusters flicker from the calves above pointed, slightly hoofed feet with black caps. A faint cherry blossom glow emits from the centre of a daintily effeminate chest and a mouthless face set against a teardrop-shaped head, graced with expressive, smiling solid pink eyes currently curled upwards in a reassuring manner. It's a stark contrast to the buster cannon that her right arm consists of, the left bearing a simple three-fingered manipulator.
<br><br>
<span style="color:#D891EB">"What do you think? I've always wanted my own body!~ Oooh, thank you Miss Ervina! Too bad I can't keep it, eheh..."</span> she accepts, eyes swivelling into a worried slant as she taps the barrel of her buster and a stubby, 3-jointed finger together. That brief dampening of her enthusiasm is soon replaced with spins and flips as she examines her movement capabilities, twirling to check herself out at angles that would be difficult when 'standing' stationary. Mio can't help but smirk a little at how swiftly she's grasped the concept - even anxious body language - but soon turns it into a nod and a more neutral expression to better befit her stony reputation.
<br><br>
<span style="color:#E5CEF3">"Make the best of it then, huh? We should go test that buster out on something."</span> Mio suggests, to which B4B3 lets out a delighted beep with a shimmy of her new hips, eyes flashing red as she cocks the charge pump of her buster arm with her free hand. How eager! Then she turns to face Ervina once more, shimmying on the spot with glee.
<br><br>
<span style="color:#fcc879">"You're welcome, y' lil' cutie~. Oh, and don't tell Mio, but she could've just transferred you by touching it with her hand. I just thought the forehead kisses were cuter."</span> Ervina smirks, catching Mio's gasp and grumpy glare in retaliation. <span style="color:#fcc879">"Now you be careful with that, alright? I'm not gunna make any promises, but maaaybe I'll letcha keep it. Keep Mio here safe in the meantime, got it?"</span> Ervina instructs, to which B4B3 nods with vigour. Then Ervina seems to have something dawn upon her... she turns back to Mio smiling 'innocently'.
<br><br>
<span style="color:#fcc879">"Oh! And speaking of you. I've pushed a little extra data package your way. If you need to burn off some... frustrations, just fire up that code somewhere private and secure."</span> the Octopus snickers, crossing her arms as she leans back in her seat. Mio frowns, but before she can question it, B4B3's excitement breaches her decorum limits.
<br><br>
<span style="color:#D891EB">"Yay! Thank you thank you thank you!"</span> she squeals, drifting over to Ervina to awkwardly hug at her... well, neck. Sort of. Arms wrapped stubbily around the base of her shoulders. Ervina giggles, then gives B4B3 a pat on the back and turns her around. B4B3 wobbles in mid-air slightly but then snaps a salute to Mio. <span style="color:#D891EB">"Ready for duty, Miss Mio!"</span>
<br><br>
<b>'Calibrations, My Dear'</b> complete! <b>Mio</b> has gained <b>100 exp!</b> <b>B4B3</b> has a physical presence, now! She can <b>aid Mio in combat.</b> This functionality can be authorized or forbidden in her item window, under Key Items.
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">>
<br><br>
<</nobr>><<include "Ervina Speech">><<nobr>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Mio makes sure she's got a decent bit of distance between her and Isolde - at least out of arm's reach - and simulates a classic 'ahem'. Hard to do the real thing when you don't need to breathe nor eat. Isolde perks up, looks over her shoulder with a frown, then freezes. She quickly straightens herself up with a huff, turning with her hands planted on her hips, towering over Mio even from afar... but thankfully, the look on her face - at least when directed towards the Android - is amicable. However, an awkward silence reigns over the question that begs to be asked but goes unspoken, tension building, building!...
<br><br>
<span style="color:#E5CEF3">"So... Camera?"</span>
<br><br>
<span style="color:#FF6F37">"For a cam-show. S'how I make my pocket money, 'Bot babe. Not that I got pockets right now... I got 'got' by that thing 'cuz I wasn't paying attention to my surroundings. Stupid... but I figured hey, at least it'll make for a decent show! Ugh. Whatever-- look, uh, thanks for stepping in, my knees seriously feel like they're about ground to dust. Name's Isolde, I'm with the security team-- but before you ask, it ain't my fuckin' shift, ok! Where're the rest of the Cleaners?"</span> Isolde asks with a huff, crossing her arms beneath her bust, supporting it well and relieving that straining tiger-print lingerie. Mio opens her mouth, pauses, then re-evaluates what she was about to say.
<br><br>
<span style="color:#E5CEF3">"Not here yet. I'm not a company Cleaner, My name is Mio, and I'm a mercenary unit here on separate business. I'm here to launch the base's Sled with its current payload, assuming it hasn't been compromised."</span> Mio explains, adopting a militarty stance, hands folded behind her back. Isolde raises a brow, then snorts. Technically she should've given her designated name, not her preferred one, but... Isolde doesn't look like the type to fill out post-mission review net-mails.
<br><br>
<span style="color:#FF6F37">"Seriously? Ugh. Hey, not your fault, but findin' out we're secondary to cargo on the priority list is some real 're-evaluate your employment choices' shit, y'know?"</span> the Tiger grumbles, looking off to the side with a deepening frown. <span style="color:#FF6F37">"Well, thanks for the rescue again, especially if it ain't even your job. Maybe you've got a literal heart of gold?"</span> she adds with a cheeky wink before snickering at her own joke. Mio finds herself smiling a little at it, but she glances over her shoulder, wishing to get back to business before this temporary peace is shattered... or slimed upon.
<br><br>
<span style="color:#E5CEF3">"You're welcome, but we should probably move. Are you familiar with the staff quarters under construction in the northern sector of the base? We're operating it as a safe room."</span> Mio explains, jerking a thumb behind her at the door. Isolde's eyes light up a little, though she keeps a cool face.
<br><br>
<span style="color:#FF6F37">"'We', huh? Say no more. I could do with more company."</span> she remarks, lacing her fingers together and stretching her arms above her head with a satisfying-sounding -crck-. She strolls past Mio, who blinks and raises a hand to protest.
<br><br>
<span style="color:#E5CEF3">"Aren't you going to put on something a little less revealing, first?"</span> she asks with a frown. Isolde snorts, grinning down at Mio, now standing side-to-side with the shorter Android, albeit facing in opposite directions.
<br><br>
<span style="color:#FF6F37">"Hell no. If I get got again, I don't want it ruining an outfit I actually like! And my security uniform's probably in the wash. So much for my three-day weekend... eh. Catch ya at the safe room, 'Bot babe!"</span> she remarks with a throaty purr and a wink, strolling outside with balled fists. Mio watches her go with a bemused look... she'll probably be fine.
<br><br>
<i><b>Isolde</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Isolde_Safe to 1>>
<br><br>
<<link "Back to the Mission." "Habitat A-2 1-1">><<set $map_8_marker to $icon_marker_blank_24>><</link>>
<</nobr>><<nobr>>
<<if $MS_Ruzi_Quest is 0>>
The habitat to the south is occupied! The presence of a Monster within the locked chamber is understandable. That it's paired with an exhausted-looking deer woman with impressive antlers is more baffling!
<br><br>
The Monster is somewhat lanky in build, with palid gray aquatic flesh and two pairs of arms: one pair is currently holding the girl by her antlers, while the other, lower pair has a tight hold on her hips as it holds her aloft, fucking her standing, her legs weakly swaying beneath her. Her arms are just as limp; it looks like they've been at it for quite a while, judging by the sheer quantity of seed pooling beneath them... but the Monster shows no signs of slowing. While its teardrop-shaped head barely has facial features as one might understand them, the sunken pits that seem to represent its eyes are nonetheless furrowed in exertion.
<br><br>
The girl, meanwhile, is short but curvy. Her skin is a dark, rich tone, and her messy, tangled hair - blonde? Brown? Blrownde? - hangs as limply as her limbs do. Mio is almost wondering if she's passed out... which would be both impressive and worrying, given that the freak she's paired with is railing her hard enough to make her tits pendulously swing, smacking against her ribs with each return.
<br><br>
The door into the habitat is locked. The computer terminal - which is largely slime splattered - blares out red text that insists 'TESTING IS IN PROGRESS'. Mio purses her lips to one side and looks back up at the beleagured girl... this test has probably gone on long enough.
<br><br>
<<link "Attempt to open the door." "Ruzi Quest 1">>
<<set $MS_Ruzi_Quest to 1>>
<</link>>
<<elseif $MS_Ruzi_Quest is 1 or $MS_Ruzi_Quest is 2>>
The southern habitat - Pen E - is currently occupied by a very happy Monster and a very tired Researcher. The Monster - which Mio learns is named 'Grappler' from the chamber's control terminal - is a four-armed creature of lanky build, with gray, aquatic flesh, slightly bowed legs, and a teardrop-shaped head without visible facial features, save for its sunken, black 'eyes'. It stands tall in the center of the chamber with its prize, holding the Deer girl aloft in a floating 'kneel', hands occasionally repositioning to help keep her held through the freak's frantic and ceaseless thrusts.
<br><br>
One hand tends to stay on her antlers - massive, branching things that practically double her height - whilst another is currently hooked into her cheek, the arm extended unnaturally far to reach her face. Not only does it look uncomfortable, but it's preventing her from speaking - but not from moaning. It's... loud. The other two lower arms tend to stick to her hips, occasionally releasing one to give the beleagured girl a spank.
<br><br>
The Deer, for her part, just hangs limply in the Monster's grip - eyes rolled, tongue hanging from her forced-open mouth, chest swinging with force from each hip-smashing thrust from the deceptively strong abomination. Thick, off-white seed drools down the rich, dark tone of her plush thighs, pooling between the pair in heavy splatters. A lab coat hangs off of her body, only partially obscuring her curvy figure.
<</if>>
<<if $MS_Ruzi_Quest is 2>>
<br><br>The Grappler seems pretty confident that it's safe with its prize, occasionally turning to 'face' Mio in what somehow feels like a sneer despite it lacking the features to pull one off. What it doesn't realize, of course, is that <b>the door is unlocked now.</b>
<</if>>
<</nobr>><<nobr>>
<<set $MS_Ruzi_Quest to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Mio tries to open the door, but it's mag-locked tight. She tries to override that, but it fails. She bangs on the window, and the girl snaps to lucidity - but before she can finish telling Mio the code to override the security system, the Monster takes a hand from her antlers and shoves fingers into her mouth, cheek-hooking her and reducing the rest of the code to audio garbage.
<br><br>
Mio ponders her options. Hack, Lockpick, or try to get her to signal the code somehow. On the terminal, she also notes that there's a physical override for two people on the other end of the hall.
Mio narrows her eyes as she goes to open the door. Unlike the other Pens, however, which have all been unlocked... this one is stuck tight! Mio steps back with a huff and a glare, eyes flitting from corner to corner of the doorframe. Looks like a maglock system - placing a hand against the door, palm flat, Mio confirms this with a quick touch-scan. She can feel them thrum through the protective housings above and below.
<br><br>
She glances back to the exhausted-looking Researcher, whose eyes remain glassed over and unfocused. Mio purses her lips and looks to the console, but she can see from the screen - which silently barks at her not to interrupt the 'testing' - that she needs an override code. But perhaps the Researcher knows it?
<br><br>
Mio steps over to the console and, after a brief search, flips the sound system on both ways. Immediately, she's bombarded by the wretchedly lurid noises of the deceptively strong Monster's jackhammer thrusts against the girl's ample ass, along with its gleeful, alien hisses. Not much noise from the girl herself save for quiet gasps and little squeaks, more reflexive than anything else. Mio taps on the console near the built-in microphone and cuts to the chase.
<br><br>
<span style="color:#E5CEF3">"Wake up. Door's locked. Code?"</span> Mio speaks quickly but clearly, watching as the girl startles and jerks awake. She really was passed out! Her face scrunches up and her eyes roll, and for a moment Mio wonders if she's had basic communicative skills fucked out of her head... but then the bewildered Deer's eyes swivel in Mio's direction, and a look of relief washes over her exhausted face.
<br><br>
<span style="color:#ffe796">"Ah!-- Jeez!-- It's abouh-- ooh-- t-time!-- I--"</span>
<br><br>
<span style="color:#E5CEF3">"Code!"</span> Mio insists, pointing down at the console for emphasis. The girl flinches, stares, and then her eyes widen. The Monster - which seemed pleased by her revival a moment ago - now growls, turning to face Mio without stopping its relentless thrusts.
<br><br>
<span style="color:#ffe796">"Ouh!-- Right!-- I-It's -- 8 digits!-- Four, Three, Nine, Sevouuughk!--"</span> she's interrupted most rudely by the Monster abandoning its grip with one hand on her antlers, instead reaching up to her head to sling two fingers past her lips. With a hook backwards, it forces her to turn away from Mio, pinching her tongue between its fingertips, utterly devastating her ability to speak! <span style="color:#ffe796">"Wough!!-- Souh-- oouuh!!-- Gouuh-- Houuyii--"</span> she babbles, but it's no use. Mio groans, planting a palm on her forehead. Without the full code, she's screwed. The system will lock her out after a few tries, so brute-forcing the remaining digits is out of the question.
<br><br>
As the girl's reinvigorated moans of pleasure and groans of frustration ping tinnily from the speakers on the console, Mio looks around again. Options, options... She might be able to physically disengage the lock with some creative use of a lockpick. Or, she could try to override the system with some hacking. There may still be a way to get this girl to communicate the code, too. Finally, Mio notices an override release button... but beneath it, it says 'Pen A'. That's on the other side of the Pens. Are the release mechanisms mirrored?... That's a long way to run.
<br><br>
<b>Started Quest 'Gimme A Hand Or Four'.</b> Check the log for more details.
<br><br>
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<<link "Back." $Ruzi_Quest_Location>><</link>>
<</nobr>><<nobr>>
<<set $lockpick_difficulty to 4>>
<<set $lockpicking_unlocking to "Gimme A Hand Or Four">>
<<set $lockpicking_consequence to "none">>
<<set $Prior_Location to "Monster Pen Corridor 1-5">>
<<include "Lockpicking">>
<<if visited() is 1>>
<<set $lockpicking_skill_progress to 1>>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_unlocking to "Gimme A Hand Or Four">>
<<set $hacking_difficulty to "hard">>
<<set $hacking_consequence to "none">>
<<set $Prior_Location to "Monster Pen Corridor 1-6">>
<<include "Hacking Word Selection">>
<<if visited() is 1>>
<<set $hacking_skill_progress to 1>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Player_skill_diplomacy_actual gte 4>>
<<set $MS_Ruzi_Quest to 2>>
Mio clutches her chin as she considers her situation. The remaining digits are all numbers. The Monster seems to be able to understand the intent of what they were trying to do, so she can't outright say her solution, whatever she thinks of. But perhaps... abstract it. Mio's eyes widen as the idea crashes into her. She keys the mic.
<br><br>
<span style="color:#E5CEF3">"... Ah."</span> Mio says, simply. The Deer girl blinks back into lucidity once more, eyes swivelling to face Mio with confusion. Mio just holds up one finger. <span style="color:#E5CEF3">"Ah."</span> she repeats. Then she unfurls a second finger, now holding up two. <span style="color:#E5CEF3">"... Ah, ah."</span> she says, adding a third finger: <span style="color:#E5CEF3">"Ah, ah, ah."</span>
<br><br>
The Monster regards Mio with something approaching a mocking sneer, but the Deer's eyes light up as she understands. Her aimless reactive moans cease as she steels herself for a moment, and then - largely in response to the brute spanking her generous behind in retaliation for stopping - she begins to moan louder than ever before!
<br><br>
<span style="color:#ffe796">"Angh!~-- Angh!! Annh-- Ahhyh!!"</span> she cries out, then pauses, shuddering. Four! <span style="color:#ffe796">"Hynh-- unhf-- houugh!!"</span> Three... yes, she's repeating the entire code through the number of moans! <span style="color:#ffe796">"Hyi-- anh-- ouuh-- aaah-- hnh-- ghnh!-- Hyi!--Hyi!!-HYII!!"</span> Nine! She manages to stop herself, looking to Mio. She mouthes the number silently, and the Researcher nods with her eyes, an up-and-down flick.
<br><br>
It's an arduous process. But as the minutes slip by - two more digits needing confirming, all with the Monster none the wiser - Mio gets the entire code, at which point the girl gives her up strangely rhythmic moaning and surrenders to the frenzied pace of her captor. Mio punches the digits in and internally crosses her fingers... <b>ding.</b> She sighs with relief as the maglocks disengage, all with the Monster oblivious to his impending beatdown.
<br><br>
<b>Mio can now enter Pen E.</b>
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<<else>>
Mio keys the microphone again.
<br><br>
<span style="color:#E5CEF3">"... I don't suppose you could try giving me that code again?"</span> she inquires, almost wincing at the withering stare the girl manages to give her - even with her cheek hooked and her head turned, she's just barely about able to make eye contact, and it isn't positive.
<br><br>
<span style="color:#ffe796">"UNghou-- OUhh-- GNH!-- Ouu-- Souuh-- Houuh!!"</span> she replies with venom. Mio sighs, then awkwardly keys the microphone back off.
<</if>>
<<if visited() is 1>>
<<set $Player_skill_diplomacy_progress to $Player_skill_diplomacy_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Diplomacy.</b> Gained <b>50% Progress towards a Diplomacy point (<<= $Player_skill_diplomacy_progress>>% total).</b>
<<if $Player_skill_diplomacy_progress gte 100>>
<b>Gained a point in Diplomacy! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<link "Back." $Ruzi_Quest_Location>><</link>>
<</nobr>><<nobr>>
<<set $MS_Ruzi_Quest to 3>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Through her overpleasured haze, the girl named Ruzi can't really comprehend much unless that nice Android directly beckons her attention. Outside of those brief moments, she just hangs in the Grappler's grasp helplessly, a passenger in her own restrained body, a toy being used by a toy. With her world reduced to numbing pleasure and the constant draining of her stamina by a brute whose own seems endless, it's inevitable that she ends up zoning back out.
<br><br>
Still, getting dropped tits-first on the floor is always a good wake-up call. Well-- effective, perhaps not 'good'. But that's exactly what happens when the door opens, the Deer dropped immediately as her captor lets out a fearful warble. Ruzi grunts, blinks slowly, and then blearily turns her head, struggling to rise and finding herself unable to do so. She can only see the Android's metal boots step across the brickwork of the alleyway chamber as the inverse-jointed legs of the Grapple hobble and shuffle, backing away out of sight... followed by the Android.
<br><br>
Ruzi yawns, unable to stifle the urge, as a series of sickening splattering noises ring out from behind her. With her captor no longer slamming her senseless, any logical reasoning is abandoned: no more thinking, just sleep.
<br><br>
------------
<br><br>
<span style="color:#E5CEF3">"--lo? Hello? Miss?"</span> Mio's voice reaches the Deer finally, the girl grumbling with a cute whine as she groggily opens her eyes. What... OH. She yelps, finally finding the energy needed to roll onto her back, sit up, and cover her chest with one arm and her groin with the other, then abandons that in order to try hastily buttoning her coat. Mio releases her with her palms raised, attempting to look non-threatening - an attempt slightly countered by the Grappler's hot-pink mulch left smeared down her right arm.
<br><br>
After a brief bit of panic and stammering, however, the Deer finally begins to calm down, exhaustion once again swirling around her, that burst of adrenaline not good for much.
<br><br>
<span style="color:#ffe796">"Uh... uh-- r-right, uh, thank you!..."</span> she stammers, then performs an odd little salute, hand smacking against one of her antlers. <span style="color:#ffe796">"--R-research Assistant Ruzi! Miss! Um... I'm meant to declare my role and... hooouu-- my name to the Cleaner crew, right?... make sure they got everyone?--"</span> she's cut off by another mighty yawn, and then a shiver from her senses tuning in to the ache of her aphrodisiac-flushed skin. Mio shakes her head but gives a reassuring smile.
<br><br>
<span style="color:#E5CEF3">"I'm not a Cleaner, sorry. Just a 'Mio'. Happy to help, all the same. Now, how to get you back to the Safe Room..."</span> the Android ponders, as Ruzi stares at her a little dumbfounded. Mostly just tired, though.
<br><br>
Before Mio can plan for long, a somewhat lumpy, oversized and hovering machine appears at the doorway to the Pen. Mio glances up at it with a frown, readying her defences just in case... but a familiar voice crackles from the twin-engined machine.
<br><br>
<span style="color:#3DE0E9">"Yo, Mio. Picked up an alert when this door got unlocked. Found someone, huh? This drone's only got a little juice in it, but I can take it from here. Ruzi, right! Climb on."</span> Dizz's voice instructs, the machine only just able to fit into the doorway. It turns around and lowers itself. Ruzi blinks at the flattened top and wrinkles her lips, but places a hand on it and makes a truly feeble attempt to pull herself onto it.
<br><br>
Mio watches this for about five seconds before losing patience and overloading with pity. She quietly stoops down and picks Ruzi up, earning a gasp of surprise from the Deer as Mio gently places her down on the Drone - thankfully, she's fairly light, given her height... and excusing the curves. The Drone wobbles briefly, but soon stabilizes. As it departs, Ruzi glances over her shoulder at Mio, hugging her coat tightly around herself.
<br><br>
<span style="color:#ffe796">"Th-thanks again."</span> she murmers. Mio salutes back in imitation of her earlier panic response, smirks, and then returns to wiping Grappler goop off of her arm.
<br><br>
<i><b>Ruzi</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Ruzi_Safe to 1>>
<br><b>'Gimme A Hand Or Four'</b> complete! <b>Mio</b> has gained <b>100 exp!</b>
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">><<include "Marker Cleanup">><<include "Monster Pen Markers">>
<br><br>
<<link "Back to the Mission." "Monster Pen E 1-1">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Player_skill_athletics_actual gte 3>>
<<set $MS_Ruzi_Quest to 2>>
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-6">>
<<set $player_icon_right to 72>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
Mio primes the grav-nav jets in her legs and shoulders, then gets into a position to break into a run the moment she hits the button. Her fingers brush it as she sets off, feeling it click into place as her armoured boots clank and squish upon metal and hive.
<br><br>
Jets flare, adding extra spring to her step. She passes the edge of Pen A, blows past the entryway into the Pens, slinks past a hanging 'vine' of tentacle-growth, and then swings towards the console - slamming down on the second button as her jets blast in the opposite direction to let her hit the brakes.
<br><br>
The button clicks! The override confirms. Mio!... overshoots, just a little bit, and skids to a halt further up the corridor. She sighs as her body vents some excess heat, walking back to the console with a smug look, eying the now-open door to Pen E.
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<<else>>
<<if $Player_skill_athletics_actual lte 1>>
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-4">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
Mio hits the button and runs! Putting boots to metal - and hive - she sprints like mad towards the opposite Pen. However, she's barely past the entryway into the Pens when she hears the buzzer ring, indicating that the window has expired. That's... brutally tight.
<<elseif $Player_skill_athletics_actual is 2>>
<<set $Ruzi_Quest_Location to "Monster Pen Corridor 1-5">>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
Mio hits the button and runs! Putting boots to metal - and hive - she sprints like mad towards the opposite Pen. With fingers outstretched, she reaches for the console ahead!... but then the buzzer rings, the Android having fallen short of her goal. Damn! Not fast enough...
<</if>>
<</if>>
<<if visited() is 1>>
<<set $Player_skill_athletics_progress to $Player_skill_athletics_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Athletics.</b> Gained <b>50% Progress towards a Athletics point (<<= $Player_skill_athletics_progress>>% total).</b>
<<if $Player_skill_athletics_progress gte 100>>
<b>Gained a point in Athletics! Progress reset.</b>
<</if>>
<</if>>
<br><br>
<<link "Back." $Ruzi_Quest_Location>><</link>>
<</nobr>><<nobr>>
<b>Chrk!</b> Damn, the lock's jammed...
<br><br>
<<set $lockpicking to 0>>
<<set $lockpicking_unlocking to "nothing">>
<<if $lockpicking_consequence is "none">>
$Player_alias grumbles as $she pulls her tool back. At least nothing negative happened as a result of the failure...
<br><br>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Combat Deactivate Combat Mode">><<include "Lockpicking Reset">><</link>>
<</if>>
<<if $lockpicking_consequence is "Glob">>
<<if ndef $Glob_Ambush>>
<<set $lockpicking_skill_progress to 1>>
<</if>>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b>
<</if>>
<br><br>
<</if>>
Whilst Mio is busy fiddling with the lock, a purple predator gets the drop on her from behind! She pauses and turns with wide eyes as the Glob strikes!
<br><br>
<<link "Fight!" "Combat Enemy Glob Intro">><<set $Glob_Ambush to 1>><<include "Lockpicking Reset">><</link>>
<</if>>
<<include "Lockpicking Reset">>
<</nobr>><<nobr>>
<<set $lockpicking to 0>><<include "Lockpicking Reset">>
Chk... chk... <b>click!</b>
<br><br>
$Player_alias steps back from the lock, flicking her tool back closed in her hand. What a satisfying sound...
<br><br>
<<if $lockpicking_unlocking is "Gimme A Hand Or Four">>
<<set $MS_Ruzi_Quest to 2>>
The maglocks that keep the chamber door securely shut disengage with a sudden cessation of a low hum that Mio didn't notice until it was gone. Success!
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<</if>>
<<if $lockpicking_unlocking is "Riot Locker">>
<<set $Riot_Locker to 1>>
The locker's lock unlocks! Mio briefly grimaces as that exact wording flits through her mind, finding it unpleasant. More pleasant: loot!
<<set $map_9_marker to $marker_gun>>
<<if ndef $Glob_Ambush>>
<<set $lockpicking_skill_progress to 1>>
<<set $Glob_Ambush to 1>>
<</if>>
<</if>>
<<set $lockpicking_unlocking to "nothing">>
<br><br>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b>
<</if>>
<br><br>
<</if>>
<<link "Continue." $Prior_Location>><<include "Lockpicking Reset">><<include "Combat Deactivate Combat Mode">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MS_Iziria_Quest to 3>>
<span style="color:#E5CEF3">"Look, I-- I might be missing some context here. I'm sorry. Could you... maybe tell me what I did wrong?"</span> Mio asks with a sigh, floundering to grasp this situation. The blatant Demoness boggles at her, staring at Mio in the same way that a maths teacher might stare at '2+2=5'.
<br><br>
<span style="color:#EE488A">"You beat the ever-loving <i>hells</i> out of my darling beloved Beezlebuu, and now you have the sheer nerve to ask me what's wrong with that?! You have some nerve, young lady..."</span> the Succubus scowls, a dangerous gleam in her eyes behind her spectacles. Pet?! Mio raises a hand to beckon for peace, glancing back to the exit to the south.
<br><br>
<span style="color:#E5CEF3">"Pet? Hang on-- Look, I don't know if you know how bad it is out there, but when I got here and saw something with tentacles guarding what looked like it might contain a person, I... made some assumptions. I now see those assumptions were wrong. I didn't mean to harm your pet, especially if it was protecting you."</span> Mio explains quickly, not bothering to hide the emotional tones in her voice. The window of opportunity for acting like an unthinking drone has passed, after all. Thankfully, this approach pays off - the Succubus regards Mio a little coldly, still, but far less so than before. There's something else in her eyes, too, that's rapidly overcoming what remains of her indignation.
<br><br>
<span style="color:#EE488A">"<i>Hmmph.</i> Very well. I suppose, for an outsider unfamiliar with this facility and with me, that your read of the situation was... reasonable, if not brash. But hmmm... don't you just raise a lot of questions? At first, I took you for a Cyborg, but I can see you're all bits and bobs. Not bad-looking bits and bobs, by any means~. Evidently <i>not</i> with the company, and... there's something else, yes..."</span> the horned woman whispers, stepping towards Mio slowly, but with purpose. Mio frowns... but stays rigidly still. She isn't sure if she just isn't trying to, or if she can't -- suddenly, it feels as though she's in that split-second sensation of the low-power state that precedes activation, except stretched into an eternity in which the Demoness closes the distance with ease.
<br><br>
... Definitely a Succubus. Not that Mio is an expert, but the eerily pale woman's beauty is undeniable up close, even with her face scrunched up in an inquisitive squint. Mio remains still as a rock, not even her eyes shifting from Iziria's own. Wait-- Iziria? How does she know that name--
<br><br>
Iziria steps past Mio, and the strange hold on her body is released. She slumps forwards, eyes wide for a moment as the Succubus begins to circle her, lightly grasping her own chin in thought - the other hand still cradling her pet to her ample bosom. <span style="color:#EE488A">"Well aren't you a fascinating little mystery... M... M something..."</span>
<br><br>
<span style="color:#E5CEF3">"-- Mio?"</span> the Android blurts, abandoning her proper designation. Iziria's inquisitive look turns into a sly smile, bordering on delight!... for some reason.
<br><br>
<span style="color:#EE488A">"Mio!... <i>marvellous.</i> Well, Mio, what brings you to this fine facility? A tour, perhaps? Shooting a commercial, maybe?"</span> she inquires, stepping back around in front of Mio, facing her with a smirk - hand on her hip. Mio frowns, not reading the sarcasm for a moment there.
<br><br>
<span style="color:#E5CEF3">"No, I... mm. You work here, obviously. I'm here on behalf of your company to launch the Sled, assuming it hasn't been compromised. But this room caught my eye, so-"</span>
<br><br>
<span style="color:#EE488A">"So you broke into my otherwise secure and uncompromised office and beat the hell out of my beloved guardian. <i>Thanks so much,</i> dear guest! Tsk. But as I said, I suppooooose I can see through your eyes on this one. Very well, you are forgiven - but I take it there's somewhere better for me to be right now, hmm?~"</span> Iziria hints. Mio frowns again, caught off guard. She's obviously alluding to the Safe Room, but how...
<br><br>
<span style="color:#EE488A">"How indeed."</span> Iziria replies to an unspoken thought, making Mio's eyes shoot wide. Iziria snickers, then places a hand on the Android's shoulder. A soft hand. It feels nice. Warm... wait, how is she feeling that through the hard-case metal of that limb?... <span style="color:#EE488A">"Don't worry your pretty little head about it, Doll. Just tell me where to go~."</span> the Demoness insists. Mio glances at the hand on her shoulder and fights off a number of strange thoughts.
<br><br>
<span style="color:#E5CEF3">"Just... uh-- the north sector, the Research Dormitories. Dizz has set them up to be safe..."</span> Mio explains quietly, unable to look away from that hand. That only gets worse when it slides up her neck and gently clutches her chin, sparks flying - metaphorically - down her spine as the pretty Succubus leans in close.
<br><br>
<span style="color:#EE488A">"<i>Thank you,</i> darling."</span> she says simply, then steps past Mio and out of her line of sight. The Android spins on her heels... but no one is there.
<br><br>
She's alone in that strangely gothic office, left with a yearning in her core and a million questions.
<br><br>
<i><b>Iziria</b> will be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Iziria_Safe to 1>>
<br><br>
<<set $map_1_marker to $icon_marker_blank_48>>
<<link "Back to the Mission." "Sentient Resources 1-2">><</link>>
<</nobr>><<nobr>>
<<set $gathering_node_EXAMPLE to 0>>
<<set $gathering_chunks to 5>>
<<set $gathering_1 to "not mined">>
<<set $gathering_1_name to "GLOW SHARD">>
<<set $gathering_1_durability to 100>>
<<set $gathering_1_flavour to "A small sliver of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_1_toughness to 0.9>>
<<set $gathering_1_hit to 0>>
<<set $gathering_2 to "not mined">>
<<set $gathering_2_name to "GLOW CRYSTAL">>
<<set $gathering_2_durability to 100>>
<<set $gathering_2_flavour to "A shard of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_2_toughness to 1.0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3 to "not mined">>
<<set $gathering_3_name to "GLOW SLAB">>
<<set $gathering_3_durability to 100>>
<<set $gathering_3_flavour to "A slab of plain crystal imbued with Glow. While a little trickier to break than a mere shard, it contains a considerably higher dose of Glow!">>
<<set $gathering_3_toughness to 1.4>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4 to "not mined">>
<<set $gathering_4_name to "GOLD NUGGET">>
<<set $gathering_4_durability to 100>>
<<set $gathering_4_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_4_toughness to 1.1>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5 to "not mined">>
<<set $gathering_5_name to "GOLD NUGGET">>
<<set $gathering_5_durability to 100>>
<<set $gathering_5_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_5_toughness to 1.5>>
<<set $gathering_5_hit to 0>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<set $Player_gathering_estimate to 100>>
<</nobr>><<nobr>>
<<set $gathering_chunks to 3>>
<<set $Gathering_BG to $Gathering_BG_Hive>>
<<if visited() is 1>>
<<set $gathering_1 to "not mined">>
<</if>>
<<set $gathering_1_name to "GLOW SHARD">>
<<set $gathering_1_durability to 100>>
<<set $gathering_1_flavour to "A small sliver of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_1_toughness to 0.8>>
<<set $gathering_1_hit to 0>>
<<set $gathering_1_icon to $gathering_icon_glow_shard>>
<<if visited() is 1>>
<<set $gathering_2 to "not mined">>
<</if>>
<<set $gathering_2_name to "GLOW CRYSTAL">>
<<set $gathering_2_durability to 100>>
<<set $gathering_2_flavour to "A chunk of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_2_toughness to 1.1>>
<<set $gathering_2_hit to 0>>
<<set $gathering_2_icon to $gathering_icon_glow_crystal>>
<<if visited() is 1>>
<<set $gathering_3 to "not mined">>
<</if>>
<<set $gathering_3_name to "SECURE CASE">>
<<set $gathering_3_durability to 100>>
<<set $gathering_3_flavour to "A carry case for an unknown but clearly treasured object. Unfortunately, it's currently embedded in surprisingly tough hive-flesh!">>
<<set $gathering_3_toughness to 1.5>>
<<set $gathering_3_hit to 0>>
<<set $gathering_3_icon to $gathering_icon_secure_case>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<set $Player_gathering_estimate to 100>>
<<include "Gathering Setup">>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Secure_Case_Icon>>
<<set $I_K_D_Temp to "Secure Case">>
<<set $I_K_T_Temp to "Secure Case">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Secure_Case_Position to $I_K_P>>
<<set $Secure_Case_Location to "Player">>
<</if>>
<</nobr>>[img[$Secure_Case_Icon]]
Secure Case
A sturdy carry case for unknown valuables, made of a sleek, silvery alloy with a matte finish. It has a deceptively complicated locking mechanism, designed to look simple. Mio gets the feeling she'd best not fiddle with said lock.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Secure_Case_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Secure_Case_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Secure_Case_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Secure_Case_Position to $I_K_Move>>
<</link>></div><</nobr>><<nobr>>
<<set $gathering_node_EXAMPLE to 1>>
<</nobr>><<nobr>><<set $speech_passage to "M4X Quest2">><<set $MS_M4X_Quest to 3>>
<span style="color:#E5CEF3">"Hello, M4X. iRIS is well. She asked me to inform you of such and to pass on her gratitude for your message. Called it 'sweet', actually. She wants to know if you're taking care of yourself, and... more specifically, she ended the message with 'Pawn to E4'."</span> Mio rattles off the list of things iRIS gave her to reply with, frowning slightly as she replays the conversation in her head. M4X is on tenterhooks, her avatar placing its hands against the screen - the pads of her paws even redrawn to reflect this effect, squashed against 'glass'.
<br><br>
<span style="color:#efeae1">"Aah! She remembers me! She thinks it's sweet?! Oooh-- thank you so much, Mio! Aaah... I really hope I'm not bein' too much, but, y'know, if you head back her way again... could you?..."</span> M4X asks, and Mio manages to stifle a sigh. The Android maintains a neutral, polite expression, and simply nods. M4X squeals in delight and rubs her avatar's hands together, then clasps her jawline in thought. <span style="color:#efeae1">"Ooooh... alrighty, alrighty, tell her!... I'm looking after myself, for sure! I'm trying to figure out if there's any point in advertising my services to the tentacle monsters - probably not, but I'd like to hear her take on it! - and... ooh, that's a toughie. I guess... Horsie to C6?"</span> she finishes, avatar glancing up at Mio for any input.
<br><br>
Mio nods slowly but does frown a little. <span style="color:#E5CEF3">"Wait, those sound like opening moves... Also, it's a 'knight'."</span> she explains. M4X just nods.
<br><br>
<span style="color:#efeae1">"Well yeah! It's a new game."</span> she smiles, her avatar perfectly communicating her obliviousness to Mio's concern. The Synthetic purses her lips slightly, then glances north. Alright, another message to give...
<br><br>
<<include "M4X Speech">>
<</nobr>>
<<nobr>><<set $speech_passage to "iRIS Quest2">><<set $MS_M4X_Quest to 4>>
<span style="color:#E5CEF3">"Hello again, iRIS. M4X has a message for you... again."</span> Mio starts, then stops, making a mental note to smooth out the roughness in her tone. <span style="color:#E5CEF3">"She confirms that she's looking after herself, and is musing about the potential of advertising her products to the escaped Monsters, and would like your 'take' on that. Finally, she concludes with... sigh, direct quote: 'Horsie to C6'."</span> Mio reports, crossing her arms, waiting for the inevitable. iRIS just smiles and nods dreamily, then replies almost immediately after Mio ceases speaking.
<br><br>
<span style="color:#f4dcdc">"What a novel concept! Adorable. Well, in reply, I--"</span>
<br><br>
<span style="color:#E5CEF3">"Hang on."</span> Mio interrupts, hand raised. <span style="color:#E5CEF3">"Look, I apologize, but I can't keep doing this all night. I've got a mission to do, and the longer I put it off, the more it burns in my core. I'm sorry, iRIS. Is there any way I could hook you two up to be able to communicate without needing me? A long cable, maybe?..."</span> she suggests with a shrug. iRIS frowns a little in thought and understanding, perhaps feeling a guilty over putting her desires before Mio's requirements. However, her eyes light up when an idea springs to mind.
<br><br>
<span style="color:#f4dcdc">"Well... now that you mention it, yes, actually! I can't help but notice that the security drones aren't doing their job. I assume the system must have taken a hit of some kind, but that should mean a lot of extra processing power isn't being used by this facility. If I give you the auth codes, you could register both myself and M4X onto the system, which would allow us to ping one another! It should be as easy as entering the codes into a designated terminal in the Security Office!"</span> iRIS gasps, delighted with her own idea. Mio considers it. It means another trip down all the way south, but it would be a more permanent solution... at least, permanent within the frame of Mio's stay at this facility.
<br><br>
<span style="color:#E5CEF3">"Mm... transmit the codes. No promises, but if I'm down there, I'll see what I can do."</span> Mio says with a nod. She feels a slight push within her head as iRIS beams the information her way, a string of otherwise meaningless numbers and letters.
<br><br>
<span style="color:#f4dcdc">"Thank you, Mio. If you do, though... don't tell M4X. I'd like to surprise her! "</span> iRIS giggles, the imitation of swishing vulpine tails swaying behind her slime-hewn avatar.
<br><br>
<<include "iRIS Speech">>
<</nobr>>
<<nobr>><<set $speech_passage to "iRIS Quest3">><<set $MS_M4X_Quest to 6>>
<span style="color:#E5CEF3">"I take it everything is set up?"</span> Mio inquires, both exhausted and curious. iRIS gives a surprisingly demure little chuckle and nods, shifting her eyes from side to side mischievously.
<br><br>
<span style="color:#f4dcdc">"Like a charm, if I do say so myself. All I have left to do is to ping M4X... <i>now.</i>"</span> she exclaims, her eyes lighting up slightly - presumably as she does so. The next voice to emerge from iRIS' speakers is not her own.
<br><br>
<span style="color:#efeae1">"Whoa, what the?... Did I just get an upgrade? So much space, I-- huh? iRIS?! Is that you?!"</span> comes M4X's voice. Mio tilts her head, trying to figure out what the two machines must be experiencing right now, connected to one another so directly through a comparatively vast new space. Despite herself, she gives a tired smile as iRIS gives her reply, the Android tuning out of the excitable conversation that follows.
<br><br>
Watching iRIS animate in speech, then pause to listen to M4X's gleeful responses... it feels nice. Mio's done a good thing, unambiguously. And with that, feeling like she's lingered enough on this reunion, she begins to step away.
<br><br>
<span style="color:#f4dcdc">"Oh! Where do you think you're going, Miss Mio?"</span> iRIS chides, catching Mio off guard. She turns and blinks as iRIS continues. <span style="color:#f4dcdc">"We haven't properly thanked you yet, and I've a surprise to share with you, remember? But before that..."</span>
<br><br>
<span style="color:#efeae1">"Thanks, Mio! I can't even, like, put it into words how much this means t' me, for real! And now I know iRIS feels exactly the same way without her even sayin' it, eheh~. It's a little odd, but... a lot-tle nice!"</span> M4X snickers, joined by a more mature laugh from iRIS. Ironic, given her technical youth against M4X's experience.
<br><br>
<span style="color:#E5CEF3">"It's no problem, really. I'm happy for you both."</span> Mio insists with a smile. iRIS isn't done yet, however. She shifts a little within her display window, allowing M4X's avatar - a slightly cruder rendition of it, given how unused she is to animating through iRIS' unique methods - to appear alongside her.
<br><br>
<span style="color:#f4dcdc">"Yes, but here's the part that should really interest you. Now that we're in the system, we can see what's wrong with the security system..."</span> <span style="color:#efeae1">"And patch it up! Kinda. It's a little hacky, but hey, what am I, a security droid? Point is, if me and iRIS knock our heads t'gether - so to speak - I think we can get the drones working in short bursts!"</span>
<br><br>
Mio's eyes widen in surprise, and then her smile grows. That's handy indeed!
<br><br>
<span style="color:#E5CEF3">"You two really do work well together."</span> she chuckles with a wink, earning giggles from the pair. Then they look from side to side conspiratorially and whisper.
<br><br>
<span style="color:#f4dcdc">"Oh, and..."</span> <span style="color:#efeae1">"We miiight've registered you as a VIP."</span> <span style="color:#f4dcdc">"And as a temporary employee. Meaning..."</span> <span style="color:#efeae1">"Diiiiiscount! Just don't tell management."</span> the pair explain, then both wink in unison. Mio scoffs and crosses her arms, simply nodding in confirmation. And with that... the pair of vending machines begin to speak excitedly once more, so obviously in love that it makes Mio wonder how they ever managed apart.
<br><br>
<br><b>'Vendor Splendor'</b> complete! <b>Mio</b> has gained <b>125 exp!</b> The surprise attack <b>'Summon Drones'</b> is now available in combat! <b>M4X and iRIS</b> will now offer <b>a discount!</b><<set $Player_exp to $Player_exp + 125>><<include "Adjust All Bars">><<set $M4X_Shop_Affection to 0.75>><<set $iRIS_Shop_Affection to 0.75>><<set $Player_surprise_moves_known to $Player_surprise_moves_known + 1>>
<br><br>
<<include "iRIS Speech">>
<</nobr>><<nobr>>
<<set $Player_damage to 15>>
<<set $Enemy_hp_adjust to -15>>
<<set $Player_success to 1>>
<span style="color:#efeae1">"Look out below!"</span> <span style="color:#f4dcdc">"Commencing aerial bombardment!"</span> <br><br>
Mio looks up sharply as a pair of stubby-armed little security drones rush onto the scene from above! The pair blast in a strafing pattern from visibly straining buster cannons, their intention to ensure at least one hit makes its mark rather than all of them.
<br><br>
<<include "Combat Enemy HP Adjustment">>
The pair pepper $Enemy_article from on high, swooping off in different directions before looping back around to fly back from whence they came. One performs a mid-air bow, whilst the other flashes a cheeky salute - no prizes for guessing which is which! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Main Task -- QUESTNAME</b></div> OR <div align='center' style='font-size: 140%;'><b>Extra Task -- QUESTNAME</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">B4B3FLAVOUR!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- S1">>
<<set $Quest_S2 to "-- S2">>
<<set $Quest_S3 to "-- S3">>
<<set $Quest_S4 to "-- S4">>
<<set $Quest_S5 to "-- S5">>
<<set $Quest_S6 to "-- S6">>
<<set $Quest_S7 to "-- S7">>
<<set $Quest_Stage to $QUEST_NAME>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 7>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Vendor Splendor</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 125 -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> Discounts and more!
</div>
<br><br>
<i><span style="color:#D891EB">Aw, these vending machines gay? Good for them! Good for them.</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- M4X, a vending machine in the southern corridor, has asked me if I could pass on a message to iRIS, an advanced prototype vending machine who is located in the northern sector of the facility. I'll probably end up in that neck of the woods with how this mission is going, so I suppose it couldn't hurt.">>
<<set $Quest_S2 to "-- iRIS has a strange design, but I see the logic behind it. She's advanced, too - it's a little weird knowing that a vending machine potentially has higher specs than me... hmph. Regardless, she was happy to receive the message, and gave me one to return to M4X with. I suppose it couldn't hurt... again.">>
<<set $Quest_S3 to "-- M4X was predictably overjoyed. She also, again predictably, gave me a message to give to iRIS. I'm sensing a pattern here and I'm not sure I like it.">>
<<set $Quest_S4 to "-- As I predicted, iRIS gave me another message to give back to M4X. I'm happy for the two, but I've got a mission of my own to carry out! Thankfully, iRIS respects this. She's made a request of me to patch both herself and M4X into the security system, which should allow them to communicate independantly of my intervention. Works for me! Off to the security office.">>
<<set $Quest_S5 to "-- I've patched iRIS in - she'll do the work to patch M4X in. She should be done by the time I get back to her. I've been asked not to tell M4X, as she wants it to be a surprise.">>
<<set $Quest_S6 to "-- iRIS patched M4X into the system, and the two had an excited conversation. For a while. A long while. Eventually, they remembered I was here! They've both agreed to fiddle some numbers to offer me a discount of their respective inventories, but that's not all. They're using excess processing power to patch a hole in the security system that was damaged in the outbreak; together, they've gotten the drone defense system back online, at least partially! I can summon the drones at will to help me out in fights, now. I'm happy for the pair, and I wish them the best... love is easily taken away for Buildborn.">>
<<set $Quest_Stage to $MS_M4X_Quest>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MS_Ruzi_Quest to 2>>
Mio points over to the other console, and B4B3 gives a quick-snap salute before flying back down the corridor, tapping her chin with her manipulator arm as she examines it. Locating the big override button, she raises her buster arm to signal readiness to Mio.
<br><br>
<span style="color:#E5CEF3">"Alright... push!"</span> Mio exclaims in time with pushing her own button. The circuit opens, the lights shift green, and B4B3!... struggles. The button is a little too firm for her to push with her weight! She ends up having to use both hands - both manipulator and buster - and even needs a push of force from her thrusters, but just before the window of opportunity closes she manages to press it!
<br><br>
<b>Ding!</b> B4B3 gives a mimicry of wiping sweat from her brow, flitting back over to Mio. The Android raises a balled fist with a smirk, and B4B3 gleefully completes the fistbump.
<br><br>
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<<link "Back." "Monster Pen Corridor 1-2">><</link>>
<</nobr>><<nobr>>
<<set $Mimic_Surprise to 1>>
<<include "Combat Enemy Mimic Intro">>
<</nobr>><<nobr>>
<<set $I_K_Temp to $Territorial_Acid_Icon>>
<<set $I_K_D_Temp to "Territorial Acid">>
<<set $I_K_T_Temp to "Territorial Acid">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Territorial_Acid_Position to $I_K_P>>
<<set $Territorial_Acid_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $MERCANOID_Anemone_Revealed to 1>>
<<if $Player_skill_survival_actual gte 3>>
<b>Survival check passed!</b>
Mio keeps her wits about her as she enters through the ruined doors and into the strange simulation of suburbia that lies within the chest chamber. Her armoured boots clunk as she takes in the scenery... clunk as she checks the ceiling... and then she pauses, one foot still raised in the air, her nose wrinkled. There's a distinct smell of something briney, intensifying the closer she gets to the test chamber's door.
<br><br>
Feeling ill-at-ease, she takes a step backwards and looks around, then down. She startles: the wooden floorboards look warped in a way they weren't mere moments ago... <b>they're moving!</b>
<br><br>
Mio hops back just in time as a tentacle seemingly phases out of the ground, whipping for her ankle but missing cleanly. That illusion is dispelled over the coming seconds, the very ground undulating and shifting as its organic truth is revealed: camoflauge, perfectly blending in with the environment around it! The submerged tentacle trap seems to have burrowed its way under the facility, leaving just its maw exposed and concealed beneath a trapdoor-like plug. If Mio had stepped on it...
<br><br>
She shudders, then sets about thinking of ways to get around it. If she wants inside that room, there's no choice but to go over it or to cover it somehow. The Trapmaw quivers slightly, then flattens out - some bright colours flickering across its hide before they shift into the pigments required to mimic those floorboards again, even going as far as to imitate the depth of ruined holes within them. Fascinating... and revolting, in Mio's eyes.
<<else>>
<b>Survival check failed!</b>
Mio keeps her wits about her as she enters through the ruined doors and into the strange simulation of suburbia that lies within the chest chamber. Her armoured boots clunk as she takes in the scenery... clunk as she checks the ceiling... and squelch as she --
<br><br>
<b>Squelch!?</b>
<br><br>
Mio looks down with concern. Why is seemingly clean wooden flooring <i>squelching?</i> To her unwelcome shock, she instead sees a pulsating, colourful trap door of writhing flesh... with her foot sinking fast down the suddenly yawning edges of it! From edge to the edge of the doorway, the floor is concealing a monster!
<br><br>
Gritting her teeth, Mio turns and throws an arm across her face as a great cloud of pink mist erupts from the submerged abomination like smoke from a volcano. She avoids a faceful of it, but as it begins to dissipate through the air she finds her eyes sting and her synthskin flushes slightly, prickling from even brief exposure. To make matters worse, her foot seems stuck fast: what little of it has slipped down into the confines of the concealed monster has become quickly entangled with tendrils, which climb up the militarized contours of her hard-case limb in an attempt to drag her into the greater maw!
<br><br>
With her other foot firmly on the panelled ground of the observation chamber and entrance, Mio - doing her best to ignore the tingling heat rushing down her cybernetic spine, not to mention the amber warnings flashing across her vision - plants her hands firmly upon the ruined edges of the doorframe, trusting them to withstand the weight of her body... and whatever force those slippery tentacles are adding with their pull! With a grunt of exertion and disgust, artificial muscle flares beneath her armour plating as she tenses her free leg and hauls forwards.
<br><br>
The tendrils make a valiant effort but are forced to let go when she feels the entire monster briefly lilt within its secluded space beneath the floor, a strange gurgling 'coo' of alarm indicating its surprise - perhaps even admiration - of her strength. Mio lets out a small sneer of triumph, relieved that her lack of awareness didn't end in disaster... only for the look on her face to become a wide-eyed <span style="color:#E5CEF3">'Angh!?'</span> when the ambush-monster gives her shapely rear a parting -SMAK- with its longest tentacle, the sensation of impact multiplied by brief exposure to its aphrodisiacs.
<br><br>
<span style="color:#F33898"><b>Lost 10 Focus!</b></span><<set $Player_focus to Math.clamp ($Player_focus - 10, 1, $Player_focus_max)>>
<br><br>
Mio shoots a glare over her shoulder - the one not occupied by a missile launcher - and reaches back to give her backside a tender rub from that rude spank. The 'Trapmaw' encompasses the entryway to the test chamber, its tentacles slithering back inside, its body a pulsating mess of coral oranges and blues - it resembles mindless predatory 'squirts' she's seen on the seabed of the planet Lariazagro, though that spank was anything but mindless...
<br><br>
Thankfully, the monster seems to have limited range. With its ambush a failure, the wild, flitting colours of its rubbery hide begin to dull and smooth until they fade away into the surrounding wooden planks around it... camouflage! Mio frowns, cupping her chin and pondering her options. The room beyond seems to be of little consequence, but... leave no stone unturned. As for the monster guarding it, it's hard to tell how deeply it's nestled - and whether any sensitive architecture would suffer were high explosives used to deal with it. If Mio wants to get in there, she'll simply have to jump it - or find some way of bridging that collapsed tile.
<</if>>
<br><br>
<<if visited() is 1>>
<<set $Player_skill_survival_progress to $Player_skill_survival_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Survival.</b> Gained <b>50% Progress towards a Survival point (<<= $Player_skill_survival_progress>>% total).</b>
<<if $Player_skill_survival_progress gte 100>>
<b>Gained a point in Survival! Progress reset.</b>
<</if>>
<br><br>
<</if>>
<<link "Back." "Product Testing B 1-1">><</link>>
<</nobr>>Mio turns away from the concealed Trapmaw, walking to the end of the entryway. It's... not a particularly long walk. Turning back around, Mio plants the sole of one foot against the wall with a slight 'clunk', bracing her hands against it and gently crouching into an improvised sprint-start stance. Widening her eyes - ironically looking far less like she's concentrating, which she is! - she zooms her vision in on the edge of her recorded imagery of where the Trapmaw's burrow begins and ends. As long as she jumps... <i>there</i>, at the latest, she should make it.
Mio shuts her eyes, tenses her fingers, and launches herself forwards with a little burst of her EVA-thrusters. It's a mere two steps before she reaches the edge of her runway, bending onto that leg to turn her run into a leap!--
<i>Scklllrk!</i>
Mio's eyes widen again - this time accurately reflecting shock - as her boot slips through colourless, slippery slime coating the edge of the pit. It's too late to stop herself: even with her scuffed moment, she has to jump, and jump she does!... a two-thirds of the distance she needs to clear.
Mio grunts as she 'whumps' chest first into the slippery inner wall of the pit, that tornado of coral colours flaring around her the moment she disturbs the Trapmaw's dormant body! She's left with her arms and upper body protruding from the perimeter of the pit: arms which she immediately tenses to try and pull herself out. She's fast to correct her error... but the Trapmaw is just as quick to capitalize on it.
<span style="color:#E5CEF3">"Hargh!?-"</span> Mio grunts, suddenly pulled back towards the middle of the pit! Her hands dig harshly into the carpeted floor before her, fingers piercing into the tiling beneath the fabric to keep herself from being pulled all the way. With clenched teeth and wild eyes, Mio risks a look down as she feels an increase in dull pressure around her hard-case legs... and a more detailed, lukewarm and clammy sensation around her waist. She sorely wishes she hadn't looked when the cause is revealed: the Trapmaw has surged upwards like an aquatic, living volcano, her body plugging the spout! Or, more specifically, her hips and rear.
The pulsating orange-and-blue brute undulates sharply, tugging downwards: Mio pulls back against a harsh tug as another inch of her body slips inside, the pressure rating around her legs increasing as internal tentacles wind and coil about them. This isn't good: if she loses her grip, she'll be swallowed up!
Mio diverts power to her upper torso, the artificial muscle beneath the plating of her arms swelling as she reaches forwards and plants a fist through the floor to give herself a better handhold - and to anchor herself further ahead. The result is promising: with a wet, gooey <i>schllrp</i>, she manages to free her backside from the clinging suction of the 'Maw, doing her best to ignore the heated slime clinging to her soft-case curves...
It's far harder to ignore the Trapmaw's response, unfortunately for Mio. She feels a slithering from up between her legs as an internal tentacle escapes, and for a moment she fears that she might be coiled up and pulled inside!... it would be the most logical line of attack, after all - next to an attack on her anchoring arms. (Un)fortunately, the Trapmaw is not a logical monster: it is a horny one.
<b>-SMAK!-</b> <span style="color:#E5CEF3">'HNNG--'</span>
Mio surges backwards slightly when her rear is struck by the tentacle, its head shaped like a ribbon-flat paddle! The Trapmaw lacks the senses to tell how Mio is keeping herself free of its best efforts to gulp her up, but it's had a mouthful of her hips: enough to know where one of her weak spots lies. Mio grumbles as she tenses for another attempt to drag herself forwards to freedom, but the 'Maw pulls back for another whapping whip of her rear!
<b>-SWAP!-</b> <span style="color:#E5CEF3">'Fuck!!--'</span>
<b>-SWAT!-</b> <span style="color:#E5CEF3">'Grngh!?--'</span>
<b>-WHACK!-</b> <span style="color:#E5CEF3">'CUT IT OUT!!--'</span>
Each spank through her $Player_outfit_bottom makes the Android's eyes flare brightly... and, less visibly, the same is true of her temper. Eager to be out of this ass-obsessed thing's range, she tenses her arms with a further shunting of energy into them, impatient to pull herself free! She just has to ignore the strangely warming stings radiating across her sculpted rear cheeks...
<span style="color:#F33898"><b>Lost 20 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 20, 0, $Player_focus_max)>><</if>>
<<if $Player_focus < 20 and $Player_focus > 0 and $Prior_Location is "Product Testing B 1-3" and $Player_skill_acrobatics_actual lte 1>>Mio falters, however, when she realizes that, in this unfocused state, should she fail this jump from the other side she'll surely be doomed! That moment of self-doubt is what <i>actually</i> dooms her.<<set $Bad to 1>><<elseif $Player_focus lte 0>>At that exact moment, however, the 'Maw puts all of its grounded force into its mightiest whip yet!...<<set $Bad to 1>><<else>><<set $Bad to 0>><</if>><<nobr>>
<<if $Player_skill_acrobatics_actual gte 3>>
Mio turns away from the concealed Trapmaw, walking to the end of the entryway. It's... not a particularly long walk. Turning back around, Mio plants the sole of one foot against the wall with a slight 'clunk', bracing her hands against it and gently crouching into an improvised sprint-start stance. Widening her eyes - ironically looking far less like she's concentrating, which she is! - she zooms her vision in on the edge of her recorded imagery of where the Trapmaw's burrow begins and ends. As long as she jumps... <i>there</i>, at the latest, she should make it.
<br><br>
Mio shuts her eyes, tenses her fingers, and launches herself forwards with a little burst of her EVA-thrusters. It's a mere two steps before she reaches the edge of her runway, preparing for her jump!... that Mio notices a strange sheen a foot away from her intended jumping spot.
<br><br>
Mio grunts as she leaps early, dodging a slick patch which could have sent her tumbling head-first into the hungering hole. She sails cleanly over the gap, grinning as a tentacle lashes at the air where she was mere moments ago. She lands in a crouch and roll, now safely on the other side!
<<if $MS_Trapmaw_Acrobatics is 0>>
<<set $MS_Trapmaw_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<</if>>
<<if $Scene_Trapmaw isnot 1>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<br><br><b>(Scene 'Trapmaw' unlocked in the Fantasize gallery!)</b>
<</if>>
<br><br>
<<link "Continue." "Product Testing B 1-3">><</link>>
<<else>>
<<set $Prior_Location to "Product Testing B 1-3">>
<<include "Trapmaw Allowed">>
<</if>>
<</nobr>><<nobr>>
<<if $Player_skill_lift_actual gte 4>>
<<set $MERCANOID_Anemone_Lift to 1>>
Mio takes a good, hard look at the sliding test chamber door, located as it is right before the Trapmaw.
<br><br>
She hits the button on the terminal to close it, then raises a leg, knee bent to her chest. She twists her body!... and lets the grav-nav jets in her armoured boot roar as she performs a brutal spin to gain momentum and power, smashing her heel into the chamber door. <b>WHAM.</b> Crrk!... groan... <b>SPLAT.</b>
<br><br>
Smoke pours around the heat haze from Mio's foot, plating shifting up and parting to allow for rapid cooling as she admires her handiwork. She lowers her foot with a slow exhale - again, helping with that cooling - and plants it on the edge of the see-through bridge she's made over the Trapmaw... which now gums and suckles on the glass furiously, the Trapmaw trapped!
<br><br>
<b>Mio kicked down the door! She can now traverse the space to the right with ease.</b>
<<else>>
Mio lets off a hum as she examines the door. Maybe with enough force, she can knock it down to form a bridge into the room? She attempts to do just that, but... wow, it's almost as if this a high-security reinforced gate designed to contain whatever's inside the chamber!
<br><br>
After straining her servos, she gives up. Can't blame her for considering it, though... considering she's currently in the mididle of an outbreak that doors like this were supposed to prevent. But this specific one? <i>Excellent</i> craftsmanship. 10/10. Bah, back to thinking of a way over...
<</if>>
<<if visited() is 1>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Lift.</b> Gained <b>50% Progress towards a Lift point (<<= $Player_skill_lift_progress>>% total).</b>
<<if $Player_skill_lift_progress gte 100>>
<b>Gained a point in Lift! Progress reset.</b>
<</if>>
<</if>>
<<if $Scene_Trapmaw isnot 1>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<br><br><b>(Scene 'Trapmaw' unlocked in the Fantasize gallery!)</b>
<</if>>
<<link "Back." "Product Testing B 1-1">><</link>>
<</nobr>><<nobr>>
<<if $Player_skill_acrobatics_actual gte 2>>
Mio turns away from the concealed Trapmaw, walking to the end of the test chamber. It's... not a particularly long walk. Turning back around, Mio plants the sole of one foot against the wall with a slight 'clunk', bracing her hands against it and gently crouching into an improvised sprint-start stance. Widening her eyes - ironically looking far less like she's concentrating, which she is! - she zooms her vision in on the edge of her recorded imagery of where the Trapmaw's burrow begins and ends. She's learned well from last time, expanding the projected burrow of the Trapmaw out slightly from what her sensors suggest in order to compensate for the slippery, invisible slime that surrounds it.
<br><br>
Mio shuts her eyes, tenses her fingers, and launches herself forwards with a little burst of her EVA-thrusters. She makes the jump with ease, skidding to the halt on the tiled flooring of the chamber's entrance. She doesn't bother looking over her shoulder at the frustrated, flailing tentacles that paw at the air where she isn't.
<<if $MS_Trapmaw_Acrobatics is 0>>
<<set $MS_Trapmaw_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<</if>>
<<if $Scene_Trapmaw isnot 1>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<br><br><b>(Scene 'Trapmaw' unlocked in the Fantasize gallery!)</b>
<</if>>
<br><br>
<<link "Continue." "Product Testing B 1-1">><</link>>
<<else>>
<<set $Prior_Location to "Product Testing B 1-1">>
<<include "Trapmaw Allowed">>
<</if>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Trapmaw Encounter">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Trapmaw Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Trapmaw Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio manages to hold on!</b>
With a surge that strains both the mechanical motors and the synthoid musculature of her arms to dangerous limits, Mio hoists herself up and out of the pit - right as that tentacle poised to strike her backside lunges down, smashing into the edge of the Trapmaw's, well, maw. Evidently, it struck a sore spot; it lets loose a quivering howl and relinquishes its grip on Mio for just a moment. A moment, thankfully, is all she needs. She hoists herself up and out of the pit, clambering along the edge in a crawl until she feels her legs slip free of the constricting finger trap-like tube. Safely out of range, she lies on her front and elbows for a moment, processing what just happened... and coming to grips with the likelihood that she'll end up having to face it again on the way back.
She looks over her shoulder with a glare, watching as the Trapmaw sadly retracts its tentacles. A few are long enough to reach her ankles, but not strong enough to impart any reasonable force: at best, it would delay her for a moment, and likely result in retaliation. Those tentacles linger for a moment as if watching her, but then they pull back into the greater mass, its surface strobing and pulsating before it turns a wooden beige-brown, once again flattening to camouflage its trapdoor against its surroundings.
Mio huffs and sticks her tongue out at the horrible thing, then turns back around, kipping onto her knees and then standing up with a slight wobble and sway. Ugh.
<<nobr>><<if $MS_Trapmaw_Acrobatics is 0>>
<<set $MS_Trapmaw_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<br><br>
<</if>><</nobr>><<include "Combat Activate Combat Mode">><span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Crawlspace Captive">><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><</if>><b>-SMACK!!-</b> <span style="color:#E5CEF3">'YOU LITTLE--'</span> <b><i>-scrrrrk!-</i></b> <span style="color:#E5CEF3">'Haah!?-'</span>
With all of her power in her arms, Mio may have overdone things. This is most evident by the jolt of surprise she suffers after that particularly harsh spank - strong enough to send her usually firm cheeks rippling! - that sees her hands ball into fists and crush right through the lattice grid of the floor panels before her, hidden beneath the fascimile of wooden planks. There's a rush of dizzying movement-- Mio shakes her head with vigour from a small bout of whiplash, then looks down with rapidly growing concern. She's now directly in the centre of the pit... with two crumpled 'bars' of metal uselessly clutched in her hands, the strobing abyss of vulgar coral colours below suddenly surging upwards!
Mio lets out a harsh yelp as she's suddenly elevated two or so feet higher into the air, only to plummet the same distance back down as the Trapmaw commits a lurid swallow around her trapped body, slurping past her hips, the monster's ring-like 'lips' clamping tightly around Mio's waist to keep her in place. She growls as she shoves her hands downwards, beating against the 'Maw's colour-shifting body with those crumpled lumps of metal akin to improvised knuckles, but it's clear that blunt damage isn't of much use here!
<span style="color:#E5CEF3">"You repulsive- u-ugh! Stop sucking on me!"</span> Mio growls, though it comes out as something of a whine thanks to an increase of pressure between her legs! The good news is that the ambush monster can no longer spank her - her backside forms a shapely bulge in the deformed volcano-shaped thing, now looking as though a particularly peachy boulder was dropped upon it to block it from erupting. Of course, the Trapmaw isn't interested in spewing things out... quite the opposite instead! Knowing this, Mio abandons her senseless pounding upon its shock-absorbing light-show hide in favour of trying to push herself back out, but... the accompanying bad news to that aforementioned good news chooses that moment to rear its head: the pressure between her legs becomes something far more vivid in sensation.
Hidden away from sight as it is, one can only hazard a guess using the face Mio suddenly pulls and the sound that goes with it. The face: eyes wide, pupils shrunk, pouting lips parted into a soft 'o' and brows unevenly cocked, her whole body shuddering and her right hand beginning to slip and lose its grip! The noise?... <span style="color:#E5CEF3">'Hrnngh?! Haaa-aah!!--'</span>, bewildered shrillness mixing with rising, pleasure-stricken tones.
Though it may be a being of limited senses, the Trapmaw is smart enough to know when its playmate is no longer a danger to it. A pastel-pink inner tentacle of massive width, too valuable to risk damaging earlier - when Mio was in position and capable of exerting enough force to pull herself free like a tractor out of bogsand - now emerges from around her 'Maw-plugging hips, coiling up around her taut stomach to get an initial grip on her squirming form. Shutting one eye tightly, attempting to shrug off the mysterious actions going on beneath the maw of the 'Maw, Mio abandons her faltering hold on the pulsating 'lips' around her and instead places them upon this 'tongue' in an effort to pry it off, but, now that it has the foundations of a grip upon her... it simply begins to push and coil. A wavering, high-pitched gasp escapes the beleaguered 'Droid as more and wider lengths of that slippery muscle rise around her, forming a sturdy shelf for her chest... and then sandwiching it tightly, the tip leaving her torso with a soft 'slck' to expand its grip around her shoulders, gently but firmly crushing them against her body before it finally arrives at her neck. All the while, Mio squirms and shudders, tensing this way and that to break the hold!... but it's no good. Without something to anchor herself to the world beyond this pit, she can't exert enough force by herself!
<span style="color:#E5CEF3">"G-get!... offffphhmph!--"</span>
... Especially not now, with her neck firmly coiled and 'collared', the flattened, broad tip of that tendril snaking around her mouth to silence her and dipping beneath the contours of her sculpted, hair-like helmet. She shudders as it brushes beneath and behind it along the back of her head, then grumbles in defeated finality as it emerges from past her hairline to cover her eyes - first left, then, just as it scrunches shut, the right, leaving only a diagonal strip of her face visible across the span of her nose.
Swallowed from the waist down, and mostly-mummified in meat from above. Mio teeters from side to side, the only form of protest left to her. A feeble protest. A useless protest... but a protest nonetheless, and thus worthy of 'playful' punishment. Mio lets out a muffled grunt that's almost drowned out by the organic squelching below, and the inorganic creak of her artificial body as the tongue tightens around her. Across her waist, it sinks in like a dastardly corset; above and below her chest, it serves to frame her exposed breasts ever more luridly, thrusting them forwards towards the world at large. Across her face!... well, that visible strip of her face shrinks slightly from the tentacle flattening itself under its own pressure, her cheek squishing outwards under the harsh grip below and above it.
Mio no longer teeters. Now, Mio can barely <i>twitch.</i> All Mio <i>can</i> do is continue to grumble and whine to such a degree of muffling that not even her own finely-tuned sensors can pick up the noise of herself over the intensifying rumblings from below: the swirl and gurgle of the 'Maw as it closes in on victory.
Suddenly, Mio rises - just as Mio falls. A sickening sensation as the Trapmaw surges upwards and reels her down at the same time, pulling her down into her new home a few more precious inches, her path easy by gravity, grip and the almost frictionless slip of its saliva. Pale synthskin and undulating pink tongue alike disappear beneath the hazardous strobe of the aquatic miscreant. Her slide down into the depths pauses as the Trapmaw tightens its hold around her body for a moment, her lower half briefly thrown into sharp silhouette from how hard it sucks upon her before it relaxes... and the process repeats.
Right before another lurching swallow hides her stomach away from view, the mystery of what it's doing to her beneath the hood is enlightened slightly by the subtle but pronounced phallic bulge softly rippling against her belly from the inside... and then it's gone, slipping down into the seemingly endless abyss of the Trapmaw's hunger for its feisty new <i>Wife.</i> The next tight clench about her body reveals the unsubtle blemishes of two girthy inner tendrils snacking around her right leg and across the curve of her rear, disappearing between her cheeks: though the increased volume and intensity of her stifled cries is a decent enough clue by itself.
Another great upwards heave, and now Mio's shelved bust is supported all the more by the rim of the Trapmaw, pushing her tits up as though it were proud of them on her behalf. Along with her shoulders - which they are practically on par with, height-wise, from the squeezing grip it has on her - they represent the final obstacle of her capture!...
<b><i>-Grrrrrwp-</i></b> <span style="color:#E5CEF3">'Hmpph!?--'</span> <b><i>-SCHLLLRP!-</i></b> <span style="color:#E5CEF3">'HYYYNNPH--'</span>
... Obstacle? Poor Mio. Her otherwise splendid rack wasn't even a pebble in the road for the Trapmaw, for in a single jerk upwards and tug downwards the Synthetic simply disappears!... well, almost. Her head - lopsidedly clamped by the maw - just barely exposes her sensor horn, the gentle purple of her 'hair', and, with a subtle peeling of the tentacular blindfold at its very tip... her hazy, glowing eye, staring glassily up towards the ceiling, lower lid twitching in tune with the ramped-up ravaging of her trapped body.
<b><i>-Grlllg-slllrp.-</i></b>
And then, she's gone. The spout of the Trapmaw slaps shut above her head, tightening around her with enough force that a great glob of its clear lubricating spit splashes up into the air in an unbroken bead, getting brief air time before it splashes back down upon the rapidly-dulling hide of the satiated abomination. Those powerful strobing colours, formerly alive in time with its animated ingurgitating, begin to calm and once again camouflage to the drab, civilian world around it, the alien affecting an aspect of the mundane: no longer in order to ambush a promising playmate, but instead to keep it. It shifts, it stirs, it plumps and flattens!... and before long, it is once more indistinguishable from the sod-swollen floorboards around it, its outer edge lying perfectly flat against the base of the observation window, the pit concealed and covered.
A perfect trap, with perfect stealth, eagerly and <b>silently</b> enjoying its perfectly durable bride... no matter how hard it makes her moan, cry and glitch within her new room.
<b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span>Reload a save, or restart.<<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><<nobr>>
<<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>
<<include "Trapmaw Encounter">>
<<set $Player_surrender = 0>>
<<if $Scene_Trapmaw is 0>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<</if>>
<br><br>
<<if $Player_focus lte 0 or $Bad is 1>>
<<linkreplace "Continue">><<include "Trapmaw Bad End">><<set $Bad_End to 1>><</linkreplace>>
<<else>>
<<linkreplace "Continue">><<include "Trapmaw Lifeline">>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<</if>>
<br><br><</nobr>><<nobr>>
<<if $Player_skill_handiwork_actual gte 4>>
<<set $MERCANOID_Anemone_Lift to 1>>
Mio examines the test-chamber's door, cupping her chin in her hand. Hmm... it's probably mounted on a maglocked rail, allowing it to slide open, closed, and lock securely. If she can disengage the upper maglock, she can theoretically just... push the door out of its mounting and flatten the Trapmaw.
<br><br>
Mio has to awkwardly balance on the control panel for the chamber in order to reach the upper rail - violating several Galactic Workplace Safety Accords (GWSA) in the process. Nonetheless, after a lot of jabbing and tinkering and 'come on you-- stubborn bastard!!'s, Mio succeeds in deactivating the maglock system and raising the top rail. She clambers down, then plants a hand on the glass and pushes... Crrk!... groan... <b>SPLAT.</b>
<br><br>
Mio grins as she plants a foot on the edge of the see-through bridge she's made over the Trapmaw... which now gums and suckles on the glass furiously, the Trapmaw trapped!
<br><br>
<b>Mio broke down the door! She can now traverse the space to the right with ease.</b>
<<else>>
Mio examines the test chamber's transparent door. It's... tall. Tall enough to bridge the gap between her side of the room and the other side. But after a cursory examination of the control mechanism and the door's frame, she's no closer to figuring out how it's mounted in place - nor how she might budge it from its housing and turn it from a door into a bridge. Damnit...
<</if>>
<<if visited() is 1>>
<<set $Player_skill_handiwork_progress to $Player_skill_handiwork_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Handiwork.</b> Gained <b>50% Progress towards a Handiwork point (<<= $Player_skill_handiwork_progress>>% total).</b>
<<if $Player_skill_handiwork_progress gte 100>>
<b>Gained a point in Handiwork! Progress reset.</b>
<</if>>
<</if>>
<<if $Scene_Trapmaw isnot 1>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<br><br><b>(Scene 'Trapmaw' unlocked in the Fantasize gallery!)</b>
<</if>>
<<link "Back." "Product Testing B 1-1">><</link>>
<</nobr>><<nobr>>
<<include "Marker Cleanup">>
Mio relaxes her guard, finally. The Sneerz is very much awake and glaring at her from her 'throne', awaiting rescue. Frankly, given how Sneerz tend to be, the Synthetic was hoping she'd have the good graces to <i>stay</i> unconscious. Nonetheless, Mio steps up to the glowering girl and inspects the gel holding her wrists above her head and her legs over either arm of the chair. This is going to be sticky and unpleasant... but, without another other option, Mio sets about just scooping it off, piece by piece, starting with the woman's arms - both organic and cybernetic.
<br><br>
<span style="color:#E5CEF3">"this... might take a while. Could you keep an eye on the door?"</span> Mio asks gently. The Sneerz, of course, sneers.
<br><br>
<span style="color:#77EFBF">"What do you <i>think</i> I'm doing?"</span> she grumbles harshly, causing Mio a wince slightly: her solid pink one-toned eyes make it incredibly difficult to tell where the alien is actually focused, akin to someone wearing sunglasses. If one looks very closely, they can make out a gradient lighter at the centre - sure enough, the Sneerz' are focused on the door. <span style="color:#77EFBF">"Just my luck. Rescue finally arrives, and do I get a squad of trained professionals? No, I appear to owe thanks to some sort of <i>Bimbot</i>, judging by those tits."</span> she continues, causing Mio to pause for a moment and glare down at her.
<br><br>
<span style="color:#E5CEF3">"You do know I'm not a Cleaner, right? I'm not here to save you. I just thought it'd be the nice thing to do. You're seriously making me reconsider, though."</span> Mio mutters with a glower, having left just enough gel around the Sneerz' wrists to leave her still stuck. There's a moment of tense silence... and then the alien sighs, Mio just about able to catch the rolling of her eyes.
<br><br>
<span style="color:#77EFBF">"A <i>Buildborn.</i> Just my luck again. Very well... I... <i>apologize...</i> and I am... <i>thrr.... thankful.</i>"</span> she speaks with great difficulty and strain. She says it in an accent and manner common amongst her people: a sort of faux-posh lilt that rides uneasily upon vocal cords that seem better suited for hissing and snarling. The effort is appreciated, but deeply unsettling: thusly does Mio get back to work freeing her arms. It doesn't take much more work before she pulls them from the chair with a gooey squelch, grimacing at the sensation... and at the ache in her organic limb.
<br><br>
<span style="color:#77EFBF">"Ugh! I'm going to rake this damn company for everything they're worth for this! Who knows how many shoots I've missed while I've been stuck here."</span> the alien growls, shooing Mio away whilst she attends to her legs by herself, favouring her cybernetic hand to do so. Mio shrugs and steps back, taking over watching the door - and sparing the occasional glance to the Goo Doll's dormant core.
<br><br>
<span style="color:#E5CEF3">"I'd be surprised if this place didn't have some pretty vicious lawyers of its own... what would you be late for, if I may ask? I take it you aren't a researcher."</span> she inquires, double-guessing her decision to make further small talk even as the words leave her lips.
<br><br>
<span style="color:#77EFBF">"Two more commercials, a location shoot and a formal gala, if you MUST know!"</span> she pauses her work to spit - literally. <span style="color:#77EFBF">"Do you seriously not know who I am? I'm Captain Jii'Kii, damn it! The brightest star in this dung-heap of a Galaxy."</span> she continues to rant as Mio raises her brows in recognition. Oh! She DOES know that name. Jii'Kii is an actress, a mercenary, and... well, mostly a pornstar. The pieces click into place.
<br><br>
<span style="color:#E5CEF3">"So... you were here to shoot promotional material for--"</span>
<br><br>
<span style="color:#77EFBF">"These idiotic, giggling 'Dolls', yes!-- AHA!"</span> she hisses in triumph, lifting her legs off the armrests and slumping in her seat, no longer bound, wincing from the tingling in her limbs. Mio gives her a moment, then clears her throat.
<br><br>
<span style="color:#E5CEF3">"When you're feeling ready, there's a safe room set up opposite this area. Out the door, right, avoid the big chasm of slime... left, and through the southwestern door. Would you like an escort, Miss--"</span> Mio begins but is, of course, interrupted.
<br><br>
<span style="color:#77EFBF">"Escort!? I won't be coddled by a machine, certainly not of Terran design! Upstarts, the lot of you! You've done QUITE enough, thank you! The only reason they got the drop on me was because of those idiotic security guards confiscating my weapon, and where are they now?! Probably embedded in the fucking walls. Well, they should enjoy it while it lasts, because by the time I'm finished with this place this facility will be sold off for scrap and--"</span> Jii'Kii's voice eventually fades away, the Sneerz having begun walking away from Mio - following her directions - the very moment she was able to stand. Rubbing the back of her head, Mio decides to let her get a larger head start before leaving herself.
<br><br>
<i><b>Jii'Kii</b> will, unfortunately, be waiting in the Safe Room.</i><<set $MERCASAVED to $MERCASAVED + 1>><<set $Jiikii_Safe to 1>>
<br><br>
<<link "Back to the Mission." "Product Testing A 2-3">><</link>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<set $No_Status to 1>>
<<else>>
<<set $No_Status to 0>>
<</if>>
<<set $Player_item_block to 1>>
<<if $Player_success gte 1>>
<<if $Player_element_effectiveness is 0>>
<<elseif $Player_element_effectiveness is 1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was ineffective against <<= $Enemy_article>>!<br><br>
<</if>>
<</if>>
<<if $Player_poisoned > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 20>>
<<set $Player_temp2 to $Player_hp_max / 6>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_poisoned_rounds to Math.clamp($Player_poisoned_rounds + 1, 0, 3)>>
<<set $Player_temp to $Player_temp * $Player_poisoned_rounds>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<if $Player_temp > $Player_temp2>><<set $Player_temp to $Player_temp2>><</if>>
<<set $Player_poisoned to $Player_poisoned - 1>>
$Player_alias coughs and staggers as poison courses through $her body for <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_poisoned is 0>><<set $Player_poisoned_rounds to 0>><b>It seems $Player_alias has recovered from poison!</b><</if>> <br> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_bleeding > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 24>>
<<set $Player_temp2 to $Player_hp_max / 6>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<if $Player_bleeding_stacks is 0>>
<<set $Player_bleeding_stacks to 1>>
<</if>>
<<set $Player_temp to $Player_temp * $Player_bleeding_stacks>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<if $Player_temp > $Player_temp2>><<set $Player_temp to $Player_temp2>><</if>>
<<set $Player_bleeding to $Player_bleeding - 1>>
$Player_alias winces as $she attempts to stem $her bleeding, sustaining <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_bleeding is 0>><<set $Player_bleeding_stacks to 0>><b>$Player_alias manages to stop the bleed!</b><</if>> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_burned > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_burned to $Player_burned - 1>>
$Player_alias panics as smouldering flames dance across $her body, dealing <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_burned is 0>><b>$Player_alias manages to put out the burning flames!</b><</if>> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_drained > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_flow_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drained to $Player_drained - 1>>
$Player_alias blinks groggily as $she attempts to shrug off this draining feeling, losing <b>$Player_temp Flow!</b> <<if $Player_drained is 0>><b>$Player_alias has shrugged off the drained sensation!</b><</if>> <br>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<</if>>
<<if $Player_charmed > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_focus_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_charmed to $Player_charmed - 1>>
$Player_alias sighs deamily, $her gaze briefly turning to one of longing as $she beholds <<= $Enemy_article>>, $her Focus degrading by <b><<= $Player_temp>>!</b> <<if $Player_charmed is 0>><b>$Player_alias blinks with a bewildered expression - the Charm is lifted!</b><</if>> <br>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_silenced > 0 and $No_Status is 0>>
<<set $Player_silenced to $Player_silenced - 1>>
$Player_alias clutches at $her neck with a silent grimace. <<if $Player_silenced is 0>><b>$Player_alias recovers her voice!</b><</if>> <br>
<</if>>
<<if $Player_glued > 0 and $No_Status is 0>>
<<set $Player_glued to $Player_glued - 1>>
$Player_alias shudders as $she tries to free $herself of goop! <<if $Player_glued is 0>><b>$Player_alias manages to clean $herself off!</b><</if>> <br>
<</if>>
<<if $Player_disabled > 0 and $No_Status is 0>>
<<set $Player_disabled to $Player_disabled - 1>>
$Player_alias looks lost and confused, muscle memory disabled! <<if $Player_disabled is 0>><b>$Player_alias snaps out of it!</b><</if>> <br><</if>>
<<if $Player_blinded > 0 and $No_Status is 0>>
<<set $Player_blinded to Math.clamp($Player_blinded - 2, 0, 30)>>
$Player_alias squints and rubs at $her eyes! <<if $Player_blinded is 0>><b>$Player_alias blinks, vision restored!</b><</if>> <br><</if>>
<<if $Player_soft > 0 and $No_Status is 0>>
<<set $Player_soft to $Player_soft - 1>>
$Player_alias is feeling awfully exposed and squishy! <<if $Player_soft is 0>><b>$Player_alias manages to neutralize Soft!</b><</if>> <br><</if>>
<<if $Player_clot > 0 and $No_Status is 0>>
<<set $Player_clot to $Player_clot - 1>>
$Player_alias seethes with a hand clutched to $her chest... she isn't healing! <<if $Player_clot is 0>><b>$Player_alias manages to overcome Clot!</b><</if>> <br><</if>>
<<if $Player_cursed > 0 and $No_Status is 0>>
<<set $Player_cursed to $Player_cursed - 1>>
$Player_alias hears cruel whispers in $her ear, telling her to heal... <<if $Player_cursed is 0>><b>$Player_alias overcomes $her Curse!</b><</if>> <br><</if>>
<<if $Player_chilled > 0 and $No_Status is 0>>
<<set $Player_chilled to $Player_chilled - 1>>
$Player_alias shivers as chills assault $her from all directions. <<if $Player_chilled is 0>><b>$Player_alias shrugs off $her chills!</b><</if>> <br><</if>>
<<if $Player_oiled > 0 and $No_Status is 0>>
<<set $Player_oiled to $Player_oiled - 1>>
$Player_alias grimaces at the layer of oil coating $her skin. <<if $Player_oiled is 0>><b>$Player_alias manages to clean off Oiled!</b><</if>> <br><</if>>
<<if $Player_soaked > 0 and $No_Status is 0>>
<<set $Player_soaked to $Player_soaked - 1>>
$Player_alias nearly slips over from how soaked $she is! <<if $Player_soaked is 0>><b>$Player_alias manages to dry off, no longer Soaked!</b><</if>> <br><</if>>
<<if $Player_infirm > 0 and $No_Status is 0>>
<<set $Player_infirm to $Player_infirm - 1>>
$Player_alias huffs breathlessly as $her skin aches from within! <<if $Player_infirm is 0>><b>$Player_alias manages to overcome $her Infirmity!</b><</if>> <br><</if>>
<<if $Player_offence_pod > 0 and $No_Status is 0>>
<<set $Player_offence_pod to $Player_offence_pod - 1>>
$Player_alias feels reassured by her Offence Pod's guarding presence! <<include "Combat Player Status Offence Pod">> <<if $Player_offence_pod is 0>><b><<= $Player_alias>>'s Offence Pod compresses back into a sphere, charge depleted!</b><</if>> <br>
<</if>>
<<if $Player_nurse_pod > 0 and $No_Status is 0>>
<<set $Player_nurse_pod to $Player_nurse_pod - 1>>
$Player_alias feels reassured by $her Nurse Pod's comforting presence! It bathes $her in soothing green energies...
<<set $Player_healing to dice('2d4')>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The pod makes a confused chime!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage! The pod makes an alarmed chime!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A relieved sigh escapes $her lips as the pod heals $her for $Player_healing HP, the pod letting out a cheerful chime.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_nurse_pod is 0>><b>With its charge depleted, the drone compresses back into an enert sphere.</b><</if>><</if>>
<<if $Player_regen > 0 and $No_Status is 0>>
<<set $Player_regen to $Player_regen - 1>>
$Player_alias can feel $her Regen soothing $her body...
<<set $Player_healing to dice('1d4') + $Player_wits_total>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A subtle thrumming glow emits from $her body, healing $her for $Player_healing HP.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_regen is 0>><b>However, the regenerating light fades...</b><</if>><</if>>
<<if $Player_concussed > 0 and $No_Status is 0>>
<<set $Player_concussed to $Player_concussed - 1>>
<<if $Player_concussed is 0>>$Player_alias feels a crushing weight upon her head finally fade... <b>$Player_alias is no longer Concussed!</b> <<set $Player_concussion_severity to 0>>
<<else>>
<<= $Player_alias>>'s concussion rages on... <<set $Player_temp to dice('1d3')>><<if $Player_temp is 1>><<set $Player_concussion_severity to $Player_concussion_severity + 1>><b>$she staggers with a wave of nausea as it intensifies!</b>
<</if>>
<</if>>
<</if>>
<<if $Player_bogged_down > 0 and $No_Status is 0>>
<<set $Player_bogged_down to $Player_bogged_down - 1>>
$Player_alias struggles to stop $her feet from sinking into the sodden ground! <<if $Player_bogged_down is 0>><b>$Player_alias frees $herself and is no longer Bogged Down!</b><</if>> <br><</if>>
<<if $Player_choking > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_focus_max / 22>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_choking to $Player_choking - 1>>
$Player_alias rasps, struggling as $she chokes, sustaining <b>$Player_temp damage</b> to $her HP and Focus! <<if $Player_choking is 0>><b>$Player_alias inhales gratefully, no longer choking!</b><</if>> <br>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_drowning > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_flow_max / 20>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drowning to $Player_drowning - 1>>
$Player_alias struggles for air as $she drowns, sustaining <b>$Player_temp damage</b> to $her HP and Flow! <<if $Player_drowning is 0>><b>$Player_alias coughs and gasps as $she pulls free from drowning!</b><</if>> <br>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<include "Combat Additional Player Status">>
<<set $Player_element_effectiveness to 0>>
<<if $Player_poisoned > 0 or $Player_bleeding > 0 or $Player_burned > 0 or $Player_drained > 0 or $Player_charmed > 0 or $Player_silenced > 0 or $Player_glued > 0 or $Player_disabled > 0 or $Player_blinded > 0 or $Player_soft > 0 or $Player_clot > 0 or $Player_cursed > 0 or $Player_chilled > 0 or $Player_oiled > 0 or $Player_soaked > 0 or $Player_infirm > 0 or $Player_offence_pod > 0 or $Player_nurse_pod > 0 or $Player_regen > 0 or $Player_concussed > 0 or $Player_choking > 0 or $Player_drowning > 0 or $Player_bogged_down > 0>>
<<if $No_Status is 0>>
<br>
<</if>>
<</if>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Status Effects Start Turn]]@@<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Technology and Magic.
</div>
<hrt><hr></hrt>
Fantasalloy refers to any metal - be it a true alloy or just a singular refined ore - that has been further enhanced via Magic. This is often done to reduce or increase weight, enhance sharpness, improve durability and sometimes imbue the creation with special capabilities.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Player_skill_acrobatics_actual gte 3>>
Mio takes a few steps back, mindful of any damaged or dislodged tiles - trip hazards. Satisfied, she stoops slow and then breaks into a sprint, a boost of speed all she needs to clear the chasm in a single leap. The grav-nav jets blasting from her shoulders and legs are a nice touch, but hardly needed. A few malformed arms stretch from the chasm's depths to lazily grasp at her ankles with unstable fingers, but they swiftly collapse back into the bubbling muck below.
<<if $MS_Annex_Acrobatics is 0>>
<<set $MS_Annex_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<</if>>
<<if $Scene_Slime_Chasm isnot 1>>
<<set $Scene_Slime_Chasm to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<b>The scene "Slime Chasm" is now available to view in the Fantasize Menu.</b>
<</if>>
<br><br>
<<link "Continue." $Intended_Location>><</link>>
<<else>>
<<include "Slime Chasm Allowed">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Player_petrified gte 1>>
<<set $Enemy_damage_type to "unaspected">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
Mio is frozen solid in stone... hells, she IS stone! Yet her mind still quivers, and pleasure still shoots through her body. Even worse, each humming thump of vibration between her legs is accompanied by a faraway voice, drilling into her very center... <span style="color:#EE488A">"Pretty~" "Posable~" "Work of art~" "Stay like this~" "Such functional furniture~"</span><br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
With its shiny-black surface pockmarked with damage, the violent sarcophagus suddenly shudders as its tentacles retreat inside of it. Moments later, its features dull, the stone seeming to swell in uneven lumps: a layer of rough-hewn rock growing around it like armour. It seems to be immobilized... but also regenerating!
<br><br>
<b>The Monster has petrified itself temporarily! The Monster is regenerating!</b>
<<set $Enemy_regen to $Enemy_regen + 3>>
<<set $Enemy_petrified to $Enemy_petrified + 3>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<else>>
<<set $Enemy_dice to dice('1d9')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
One of the sarcophagus' many tentacles rears up, taking on a strange, pinkish glow in runic patterns down its length. Suddenly, it blurs: it's a whipstrike, aimed right for Mio! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article whips Mio right upon the hip, intentionally aiming for her softcase torso. The Synthetic seethes: the impact was bad enough, but the magic cloaking it is immediately pumped inside her from the faintest graze, making her chest ache and her loins burn.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article whips Mio right upon the chest, hard enough to make her tits shudder! The Synthetic staggers back with a choked gasp, eyes wide as a rune briefly burns against her $Player_outfit before dissipating. There's a pause... and then her knees buckle as a savage sensation of overwhelming pleasure rockets through her body, even felt in the dumb-sensored extremities of her hardcase limbs!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5>>
<<set $Enemy_damage_type to "energy">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_bonus to 125>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to +5>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
With a minor shockwave that sends documents upon the room's desk a-fluttering, Mio becomes aware of an aura of lustful energies pulsing from the sarcophagus!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She manages to shrug off the effects, somehow.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio shudders as the wave rolls over her, her vision turning pink. She gasps, for suddenly the room seems so... beautiful. Her mind, so peaceful-- and yet, at the same time, so needy, desperate for something she can't find the words to describe. She flinches and bites down hard against herself, jaw tensing as she shrugs it off.
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 225>>
Mio shudders as the wave rolls over her, her vision turning pink. She gasps, for suddenly the room seems so... beautiful. Her mind, so peaceful-- and yet, at the same time, so needy, desperate for something she can't find the words to describe. She blinks slowly when she finally realizes something is wrong-- looking down to discover her own hands gripping harshly at one of her tits and nestled deeply between her tightly-clamped legs. Yelping in shock, she lets go of herself and shakes her head with such vigour that her glowing eyes blur!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 6 or $Enemy_dice is 7>>
<<set $Enemy_damageroll to dice('3d2')>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Enemy_multiattack_3 to 0>>
<<set $Player_hp_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('3d2')>>
<<set $Enemy_attack_accuracy to -2>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_2 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_2 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('3d2')>>
<<set $Enemy_attack_accuracy to -4>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_3 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_hp_adjust to $Player_hp_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_3 to $Enemy_damage * 2>>
<</if>>
Mio's eyes widen as a multitude of writhing shadows crest her figure, stemming from the sheer number of sharp-edged tendrils that pour from the back of the sarcophagus. They twitch in the air, both parties still as they can be... before the tentacles lunge downwards, raining upon the defending Synthetic!<br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
Mio isn't quite sure how she did it, but she manages to weave and duck between each bladed tentacle in turn, occasionally using one for cover when it embeds itself in the ground. The Monster behind the sarcophagus emits a frustrated gurgling whine.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as she's caught in the storm of blades, though notes that -- thankfully -- they aren't trying to rip her apart. But some try to coil around her body to hold her down, grazing her softcase torso but eagerly slamming into her hardcase limbs. The assault is shortlived, but Mio is left wincing and staggering from it in the aftermath.
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 damage!<<else>>Mio dodges the second attack!<</if>>
<br>
<<if $Enemy_multiattack_3 > 0>>Mio takes $Enemy_multiattack_3 damage!<<else>>Mio dodges the third attack!<</if>>
<br><br>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 8>>
<<set $Enemy_damage_type to "earth">>
<<set $Enemy_status_attack to 'petrify'>>
<<set $Enemy_status_bonus to 70>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 2>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
A strange energy pulses from the head of the sarcophagus and into the floor. Mio frowns... then gasps when she feels the ground beneath her feet soften like clay!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! She jumps out of the way, just in time!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio yelps when her feet are suddenly sucked into the floor! She squirms and struggles... but not half as much as when a blunted spire of smooth stone suddenly shoots up between her parted legs, earning a choked yelp from the Synthetic as it thuds against her slit and pulses with heavy vibrations!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<<if $Player_petrified gte 1>>Mio struggles, but it's no use! The very ground reaches up and swallows her whole, transformed tiles and metal converted into stone as they conform tightly to her body: converting her just the same! She freezes completely solid, her mind racing, but her body reduced to a similar state to the sarcophagus!... all whilst that pulsing, thrumming vibration between her legs continues to blast away.<br><br><</if>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 120>>
Mio yelps when her feet are suddenly sucked into the floor! She squirms and struggles... but not half as much as when a blunted spire of smooth stone suddenly shoots up between her parted legs, earning a choked yelp from the Synthetic as it thuds against her slit and pulses with heavy vibrations! She windmills her arms in a loss of balance, which just forces her deeper down onto the stone as it begins to creep further up her legs!
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<<if $Player_petrified gte 1>>Mio struggles, but it's no use! The very ground reaches up and swallows her whole, transformed tiles and metal converted into stone as they conform tightly to her body: converting her just the same! She freezes completely solid, her mind racing, but her body reduced to a similar state to the sarcophagus!... all whilst that pulsing, thrumming vibration between her legs continues to blast away.<br><br><</if>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<</if>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damageroll to dice('2d3')>>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_multiattacks_hit to 0>>
<<set $Enemy_multiattack_1 to 0>>
<<set $Enemy_multiattack_2 to 0>>
<<set $Enemy_multiattack_3 to 0>>
<<set $Player_focus_adjust to 0>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('2d3')>>
<<set $Enemy_attack_accuracy to -4>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
<<set $Enemy_damageroll to dice('2d3')>>
<<set $Enemy_attack_accuracy to -6>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
<<elseif $Enemy_success is 1>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -1)>>
<<set $Enemy_multiattack_1 to $Enemy_damage>>
<<elseif $Enemy_success is 2>>
<<set $Enemy_multiattacks_hit to $Enemy_multiattacks_hit + 1>>
<<set $Player_focus_adjust to $Player_focus_adjust + ($Enemy_damage / -0.5)>>
<<set $Enemy_multiattack_1 to $Enemy_damage * 2>>
<</if>>
With a strange rumble that Mio feels keenly in her head, three gylphs appear before the imposing sarcophagus: one green, one pink, and one purple, each bearing swirling shapes that somehow feel suggestive, despite not directly resembling anything. Suddenly, the glowing magical energy erupts into flames: flames which shoot out at Mio like cannonballs!<br><br>
<<if $Player_hp_adjust is 0>>
<<set $Enemy_success to 0>>
<<else>>
<<set $Enemy_success to 1>>
<</if>>
<<if $Enemy_success is 0>>
Reacting swiftly, Mio deftly dodges around each massive gout of eldritch flame, feeling her synthskin tingle from a near miss at the end. Whatever that was, it wouldn't have burned her... in the traditional sense. Void-damned sex magic!...
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<<elseif $Enemy_success is 1>>
Try as she might, Mio is engulfed in flames. The good news is that she isn't burned to a crisp; the bad news is that something inside her feels like it was!... and it felt <i>good.</i> Maddeningly good. She doubles over as colourful flames lick at her body in tiny patches, sizzling out into rainbow-edged smoke.
<br><br>
<<if $Enemy_multiattack_1 > 0>>Mio takes $Enemy_multiattack_1 Focus damage!<<else>>Mio dodges the first attack!<</if>>
<br>
<<if $Enemy_multiattack_2 > 0>>Mio takes $Enemy_multiattack_2 Focus damage!<<else>>Mio dodges the second attack!<</if>>
<br>
<<if $Enemy_multiattack_3 > 0>>Mio takes $Enemy_multiattack_3 Focus damage!<<else>>Mio dodges the third attack!<</if>>
<br><br>
<<set $Player_flow_adjust = 5 * $Enemy_multiattacks_hit>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Beezlebuu Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_charging is 1>>
<<set $Enemy_charging to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_charging to 0>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_damage_type to "radiation">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 125>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 10>>
<<set $Enemy_attack_damage to 5>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('5d3')>>
<<include "Combat Enemy Base Attack">>
There's a sharp gleam from behind the Slammia's gloved hands... and then she whisks them away, lunging forwards, her eyes inhumanly wide and painfully bright to behold! Literally-- is that a laser!?<br><br>
$Enemy_Article hisses out with a hateful edge as everything before her glare begins to fizzle, spittle and melt! <<if $Player_defend_defence gte 1>><<set $Enemy_status_bonus to 25>>Mio weathers the assault behind her guard, damn glad that she read the signs!<<else>>Mio cries out as she's swept under the wave of baleful energy, feeling as though she's on fire.<</if>> The attack ends abruptly, with the Slammia's eyes briefly turning black and hollow before they refill with that toxic glower, their glow significantly reduced.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_hp_temp <= 75 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
The Slammia suddenly rears back, towering over Mio with her gloved hands covering her eyes. A toxic-pink glow begins to grow from behind the black latex, and Mio gets a terrible feeling... even as her foe leaves herself open to attack!
<br><br>
<b>The Slammia is charging an attack! Her Dodge and Def fell!</b>
<<set $Enemy_attack_dodge to -5>>
<<set $Enemy_attack_def to -3>>
<<set $Enemy_charging to 1>>
<<set $Enemy_charging_max to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_hp_temp <= 25 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
The Slammia is clearly hurt - or, at least, worn out. Her figure is less firm in shape, her goo sliding from her flesh like rain down a window. With a hiss, she spends a moment patching herself up - hands gliding across her torso, down her tail, smoothing herself back into place. It doesn't take her long!
<br><br>
<b>The Slammia is regenerating! And she isn't done yet!</b>
<<set $Enemy_regen to 3>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Slammia Attacks]]@@
<<else>>
<<set $Enemy_dice to dice('1d10')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2 or $Enemy_dice is 3>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FF3D76">"Head's up."</span> the slimy serpent sneers, crossing her arms as she sends a slight flick of her hips down her tail. The force of that tiny movement seems to build like a tidal wave, until her entire tail suddenly swings with violent, poison-dripping force towards Mio!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as the very tip of the snake's tail slaps against her body, leaving a purple streaking stain that tingles incessantly - and that's not even factoring in the force with which it struck her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio grunts out as a thick section of the tail slams into her torso, briefly nailing her to a wall - it flattens on impact, threatening to engulf her entirely. The Slammia can't regain control of her morphable body in time to entrap Mio for good, the Synthetic sliding back to the ground and onto her feet... covered in poison slime that makes her softcase synthflesh ache!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'soft'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 1>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d5')>>
<<include "Combat Enemy Base Attack">>
The Slammia makes a frankly revolting noise in her throat, then her eyes burn brightly as she slips forwards and spits loudly - black and bubbling like hot tar, fizzing and sizzling in the air!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio seethes as she's caught on the arm by the acidic substance, swinging her arm to fling the majority of it off of herself!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success is 2>>
<<set $Enemy_status_bonus to 100>>
Mio yelps out in shock as she's stuck on the chest by the acidic substance! It burns acrid and black against her <<= $Player_outfit_top>>, but doesn't harm her flesh. It just... aches, burningly, needfully...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7 or $Enemy_dice is 8>>
The Slammia spins and coils on the spot, excess slime slipping from the surface of her body. The process streamlines her: makes her faster!
<br><br>
<b>The Slammia's agility has temporarily increased!</b>
<<set $Enemy_agility_decay_buff to $Enemy_agility_decay_buff + 2>>
<br><br>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_status_bonus to 0>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
<span style="color:#FF3D76">"Hold still, Bimbot. Time for a stress-test."</span> the Slammia growls through her fangs, suddenly swinging her hip out harshly - her tail following along behind with a mighty crashing wave!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! That mighty tail slams against a pole and coils tightly around it, crumpling it and ripping it from the ceiling. The snake sneers, tossing it aside.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Slammia Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio yelps as the tail strikes her... but it doesn't just slap her into a wall. The moment it makes contact, it curls around her body - crushing her tightly as she's plucked from the ground, suddenly reeled in towards the smirking snake! She grunts as she comes to a sudden halt, arms and legs pinned, tail sliming all over her from shoulders to ankles!
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Slammia Physical">><</link>>@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 114>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:48;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 156>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:47;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:46;">>
<<set $map_5_marker to $icon_marker_blank_24>>
<<set $marker5_icon_right to 156>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:45;">>
<<set $map_6_marker to $icon_marker_blank_24>>
<<set $marker6_icon_right to 156>>
<<set $marker6_icon_top to 114>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:44;">>
<<set $map_7_marker to $icon_marker_blank_24>>
<<set $marker7_icon_right to 156>>
<<set $marker7_icon_top to 114>>
<<set $marker7_icon_style to "position:absolute; right:" + $marker7_icon_right + "px; top:" + $marker7_icon_top + "px; z-index:43;">>
<<set $map_8_marker to $icon_marker_blank_24>>
<<set $marker8_icon_right to 156>>
<<set $marker8_icon_top to 114>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:42;">>
<<set $map_9_marker to $icon_marker_blank_24>>
<<set $marker9_icon_right to 156>>
<<set $marker9_icon_top to 114>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:41;">>
<<set $map_10_marker to $icon_marker_blank_24>>
<<set $marker10_icon_right to 156>>
<<set $marker10_icon_top to 114>>
<<set $marker10_icon_style to "position:absolute; right:" + $marker10_icon_right + "px; top:" + $marker10_icon_top + "px; z-index:40;">>
<<set $map_11_marker to $icon_marker_blank_24>>
<<set $marker11_icon_right to 156>>
<<set $marker11_icon_top to 114>>
<<set $marker11_icon_style to "position:absolute; right:" + $marker11_icon_right + "px; top:" + $marker11_icon_top + "px; z-index:39;">>
<<set $map_12_marker to $icon_marker_blank_24>>
<<set $marker12_icon_right to 156>>
<<set $marker12_icon_top to 114>>
<<set $marker12_icon_style to "position:absolute; right:" + $marker12_icon_right + "px; top:" + $marker12_icon_top + "px; z-index:38;">>
<</nobr>><<nobr>>
<<set $MS_M4X_Quest to 5>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Mio recalls the long, long strings iRIS supplied her with earlier and sets about typing them in manually into an authorization terminal. It's irritating, but she can't see any means of direct input into this computer - possibly an intentional design choice to avoid infiltration of the security system, for all the good it's done! First iRIS', and then she gets to work on M4X's...
<br><br>
The moment she finishes typing the final character - an M, incidentally - the screen flickers as a familiar foxy face appears on it, catching Mio off guard.
<br><br>
<span style="color:#f4dcdc">"Ah! Oh my. This is a curious sensation indeed. It feels as though I've stepped into a whole new world... ahem. Thank you very much, Mio. If you'd kindly return to me - without informing M4X of our surprise! - I'd be most grateful. Especially as I've stumbled upon something that might interest you and your mission..."</span> iRIS winks, then blinks off of the screen, returning it to normal. Mio tilts her head, then pushes away from the terminal. Better head back north...
<br><br>
<<link "Continue." "Security Office 2-2">><</link>>
<</nobr>><<nobr>>
<<set $Quest_Operation_Rosebud_Stage to 7>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Mio rolls her eyes at the presence of that intrusive lump of hive-flesh. checking to make sure it isn't going to attack her - and to make sure that removing it isn't going to result in mangling her hand via mechanisms suddenly moving - Mio pauses, positions her arm, straightens her hand into a 'blade', and then lances it into exposed panel.
<br><br>
<i><b>-SQLLLRCH.</b></i>
<br><br>
Mio retracts her arm with a slight grimace, shakes it clean of purple mulch, and then looks for the reset switch... ah, there it is. She presses it and stands back, hearing the mechanisms power back up and pressurize.
<br><br>
<b>The door to the Sled Bay should open now. It's time to finish this.</b>
<br><br>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $map_2_marker to $icon_marker_blank_24>>
<<link "Continue." "Engineering Sled Undercroft 2-2">><</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Quest_Cybernetic_Slip_And_Slide_Stage to 4>>
Seeing that Flakk has arrived safely and settled in, Mio approaches the Befrar with a smile. She pauses, however, when she notices what she's doing - fiddling a tool into the port of her right shoulder with her left hand, a look of intense concentration on her face. Did she sustain damage on the journey here?...
<br><br>
<span style="color:#E5CEF3">"Flakk? Are you well?"</span> Mio inquires, only to jump back slightly when the giant lets out a startled <span style="color:#ffbad5">'eep!'</span> and loses her grip on the flat-headed tool she was holding, juggling it clumsily for a moment before it clatters loudly onto the bench. <<if $Jiikii_Safe is 1>>From across the room Jii'Kii shoots the pair a glowering look, but Mio ignores it.<</if>> The Android winces, then slips in to pick up the tool for the Befrar, saving her a stoop to retrieve it herself. <span style="color:#E5CEF3">"My apologies, I did not mean to startle you."</span> she sighs, rubbing the back of her head with her other hand as she passes the tool back to Flakk. The Cyborg shakes her head and smiles from behind her collar.
<br><br>
<span style="color:#ffbad5">"That's not your fault, please. I'm... easily startled. Thank you."</span> she remark as she reclaims the tool, getting back to work on her arm. Mio frowns - it doesn't look damaged in any way... Flakk catches the look of confusion and pauses, then begins to explain, tilting her head back so that her collar doesn't muffle her as much. <span style="color:#ffbad5">"When... the war ended, we Befrar were disarmed - mostly. We were allowed to keep personal defence weapons, and... well, some of us had good lawyers."</span> she admits with a sheepish chuckle. Mio goes to speak, only to be shocked into silence when Flakk finally removes the final connecting bolt - her big, heavy arm clatters onto the workbench hard enough to send tools upon it jumping up into the air! Mio stands with her mouth agape for a moment, then shuts it with a one-note 'hmm'. A pause. Thankfully, Flakk finally continues, having been distracted by performing a quick physical check over of her now-detached arm.
<span style="color:#ffbad5">"However... this weapon is integrated into my arm. And... I'm afraid I'm no good in a fight. Not without the voices telling me how to do it, and drowning out the fear. No... not me. But for you to reach me, Mio, I know you must be capable of fighting. Good at it, even. I think you could make use of this, so..."</span> Flakk trails off, then uses her remaining hand to straighten out her arm and lock it in that position, using her long, deft claws to pull out various grips and gauges and, finally, folding its clawed fingers back and into place as guards for revealed barrels from the palm. It's... a cannon. A multi-barrelled, gigantic cannon. Evidently, Flakk had a <i>very</i> good lawyer. <span style="color:#ffbad5">"It... is a little outside your size class, but I think the firepower should make up for any unwieldiness."</span> she finishes with a satisfied smile.
<br><br>
As if taking 'giving someone a hand' this literally is a perfectly normal thing to do. Mio can't help but baulk, impressed by the weapon's design and evident output, but... she can't take this, surely?
<br><br>
<span style="color:#E5CEF3">"Flakk, you can't expect me to take this--"</span> Mio begins to interject, but Flakk - surprisingly - interrupts her with a firm <span style="color:#ffbad5">"Yes you can."</span>
<br><br>
<span style="color:#ffbad5">"It is not going to do me any good in here. I am safe here. It could do you good, and it is not as if you could take it very far from here. I will have it back when you are done! So, please. Take it."</span>
<br><br>
<<linkreplace "Take the arm.">>
After a beat's further hesitation, Mio concedes. She reaches for the cannon - as unwieldy as Flakk claims - and hefts it up and off the workshop bench, gripping two handles and testing a few different ways to hold it. She settles on a hip-slung stance, but that's only step one - she's silent and still for a moment as she and B4B3 ping back and forth, pulling up distant records of her scarce encounters with Befrar mercenaries and rapidly downloading any and all available information of relevance. She blinks, looking as though she snapped out of a stupor, as she links to the weapon - now ready to fire it. For obvious reasons, she does not.
<br><br>
<span style="color:#E5CEF3">"Well... this is a hell of a gesture, Flakk. I'll try to make it count."</span> Mio promises, slinging the heavy weapon. Flakk just gives a nod, a smile, and a little wave... with her missing arm. She blinks, clears her throat, and then repeats the motion with the one that's still attached, chuckling a tad awkwardly. Mio can't help but return the slight laugh.
<<include "Flakk's Cannon Pickup">>
<<link "Continue." "WIP Quarters Sublevel 1-2">><</link>>
<</linkreplace>><</nobr>><<nobr>>
<<set $Quest_S1 to "">>
<<set $Quest_S2 to "">>
<<set $Quest_S3 to "">>
<<set $Quest_S4 to "">>
<<set $Quest_S5 to "">>
<<set $Quest_S6 to "">>
<<set $Quest_S7 to "">>
<<set $Quest_S8 to "">>
<<set $Quest_S9 to "">>
<<set $Quest_S10 to "">>
<<set $Quest_S12 to "">>
<<set $Quest_S13 to "">>
<<set $Quest_S14 to "">>
<<set $Quest_S15 to "">>
<<set $Quest_S16 to "">>
<<set $Quest_S17 to "">>
<<set $Quest_S18 to "">>
<<set $Quest_S19 to "">>
<<set $Quest_S20 to "">>
<<set $Quest_S21 to "">>
<<set $Quest_S22 to "">>
<<set $Quest_S23 to "">>
<<set $Quest_S24 to "">>
<<set $Quest_S25 to "">>
<<set $Quest_S26 to "">>
<<set $Quest_S27 to "">>
<<set $Quest_S28 to "">>
<<set $Quest_S29 to "">>
<<set $Quest_S30 to "">>
<</nobr>><<nobr>>
<<if $scene_censor lte 2>>
<<set $scene_censor to 0>>
<<set $Bad_End to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Cybernetic Slip And Slide Orange">>
<</if>>
<<if $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters, Females</b>
<br><br>
<b>THIS IS A 'BAD END'.</b>
<br><br>
<<spoiler 7 5>>
Mio accidentally uses the wrong canister; this one contained a super-strength rejuventation formula! The Mimic is not only revived, but empowered, allowing it to finally swallow Flakk up past her hips... and grab Mio, too! The two are tightly packed together within the Mimic's pocket world and locked away.
<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Cybernetic Slip And Slide Orange">><<set $scene_censor to 0>><</link>>
<br><br>
<<link "I do not wish to view this scene" "Cybernetic Slip And Slide Content Check">><<set $scene_censor to 3>><</link>>
<</if>>
<<if $scene_censor is 2 or $scene_censor is 3>>
<<nobr>>The Mimic captures both Flakk AND Mio!
<br><br>
Unable to escape, she's disarmed and entangled!
<br><br>
Game Over!
<</nobr>>
<</if>>
<</nobr>><<nobr>>
<<if $MS_MP isnot 1>>
<<set $map_1_marker to $monster_pens_lock>>
<<set $marker1_icon_right to 0>>
<<set $marker1_icon_top to 24>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<<else>>
<<if $MS_Mean_Bite lt 3 and $MS_Mean_Bite gte 1>>
<<set $map_2_marker to $marker_NPC>>
<<set $marker2_icon_right to 192>>
<<set $marker2_icon_top to 150>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<</if>>
<<if $MS_Ruzi_Quest lte 1>>
<<set $map_5_marker to $monster_pens_lock_E>>
<<set $marker5_icon_right to 102>>
<<set $marker5_icon_top to 196>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<</if>>
<<if $MS_Ruzi_Quest is 1>>
<<set $map_3_marker to $marker_lock>>
<<set $marker3_icon_right to 96>>
<<set $marker3_icon_top to 174>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_terminal>>
<<set $marker4_icon_right to 72>>
<<set $marker4_icon_top to 174>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $map_6_marker to $marker_button>>
<<set $marker6_icon_right to 168>>
<<set $marker6_icon_top to 174>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<</if>>
<<if $MS_Ruzi_Quest gte 1 and $MS_Ruzi_Quest lte 2>>
<<set $map_7_marker to $marker_NPC>>
<<set $marker7_icon_right to 72>>
<<set $marker7_icon_top to 198>>
<<set $marker7_icon_style to "position:absolute; right:" + $marker7_icon_right + "px; top:" + $marker7_icon_top + "px; z-index:49;">>
<</if>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage lte 2>>
<<set $map_8_marker to $marker_NPC>>
<<set $marker8_icon_right to 48>>
<<set $marker8_icon_top to 150>>
<<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">>
<<else>>
<<set $map_8_marker to $icon_marker_blank_24>>
<</if>>
<<set $map_9_marker to $marker_terminal>>
<<set $marker9_icon_right to 192>>
<<set $marker9_icon_top to 174>>
<<set $marker9_icon_style to "position:absolute; right:" + $marker9_icon_right + "px; top:" + $marker9_icon_top + "px; z-index:49;">>
<<set $map_10_marker to $marker_message>>
<<set $marker10_icon_right to 192>>
<<set $marker10_icon_top to 198>>
<<set $marker10_icon_style to "position:absolute; right:" + $marker10_icon_right + "px; top:" + $marker10_icon_top + "px; z-index:49;">>
<</if>>
<</nobr>><b>} Backtracking... incident record at 00:00:00, estimated time of incident: (Error).</b>
<span style="color:#B5FFD4">"Gawd, could this day get any more boring?..."</span>
Security Liaison Booth: population of one. Patricia Viras - Constable Viras, on the job - sits upon a stool and slumps upon her crossed arms resting on the booth counter, grumpily glowering at nothing in particular in the annex chamber beyond. Her legs hang gracelessly before her, far from touching the floor: evidently, the stool is there to enable her job manning the booth, given her diminutive height. From the security camera's angle in the southwest corner, one can just about see the perimeter of the shuttle bay doors, along with the main corridor stretching north towards the facility proper.
One also gets a generous view of the glowering goat girl's rear, and at her navy blue skirt - worn far below regulation length - riding up against it, kept in place only by tension. Tension so taut that it betrays a complete lack of underwear beneath that clinging fabric. Just above the cropped view of her tanned and ample cheeks lies a tuft of tail, shaped like a spade-tip, jutting from the base of her spine through a tailored gap in her uniform. It twitches occasionally, usually in time with Patricia muttering something too low for the security system to register, perhaps dampened by her tussled bleached-blonde hair worn untamed down to the small of her back, cascading around her shoulders and obscuring the company logo on her jacket.
Indeed, most of Patricia's uniform blatantly flouts security regulations. Her shirt buttons are done up only to the fourth out of seven, creating a valley of cleavage. Her cap is worn sarcastically upon the tip of her left horn: a pair of great twin spirals, blunted at the tips but kept in decent care judging by their semi-gloss shine. Her footwear can be excused by her specific biology: in place of feet are hooves with similar polish to her horns, her legs swept back in the digitigrade style. Rather than covering her hooves, her custom boots instead shield her calves, laced up from just above either hoof and reaching almost up to her knees.
Patricia perks up suddenly - the angle just about shows the shuttle bay doors opening. A figure approaches, and the goat girl takes on a different persona entirely, banishing that gloomy attitude and adopting a far more chipper one. <span style="color:#B5FFD4">"Mmhmm! Indeed. Of course!~ Yes, I can do that for you. Ah, just up that-a way, aaaand straight on to the checkpoint. Of course! Have a nice day!~"</span> She doesn't miss a beat in her answers to simple and repetitive questions, animatedly motioning with her hands to the north and giving the researcher a cheerful wave as he turns and departs. One, two, three... on five seconds, Patricia crosses her arms upon the desk and slumps once more, letting out an overdramatic <span style="color:#B5FFD4">"Uuuuugh."</span>
The image flickers, repositioning to a camera concealed in the frame of the booth, facing Patricia and looking out onto the western door of the booth, back into the security office: closed, for now. The Constable looks rather tired: not exhausted, but a tad behind on sleep, enough so that her well-applied makeup can't entirely mask the creeping suggestion of bags beneath her eyes. A somewhat cherubic face, good at pouting - as she demonstrates freely - with narrowed emerald eyes clearly capable of springing wide and wild with proper provocation. Dark lipstick, rather daring given her tanned complexion. Once eyes are finished examining Patricia, they are drawn to the bank of monitors to her left - out of her current line of sight, head partially buried in her arms as it is. Were she to attend to her work properly, she may have noticed the sudden surge of roiling, living flesh erupting from the Habitat Pens, or the near-tsunami of Glob slime flooding into the shuttle bay control booth. Alas, she does not: and an ill-timed, eye-shutting <span style="color:#B5FFD4">"Waaaaaarh..."</span> of a yawn on her part both masks the sound of the door behind her sliding open, and the sight of something shimmering reflected in the booth glass before her. Her eyes open, but remain unfocused, even as the slithering entity draws closer, stemming from a vent in the wall in the room prior.
<span style="color:#B5FFD4">"Maybe I should apply for Product Testing... bet that doesn't get boring. Plus, it'd drive ~Mother Dearest~ crazy... heh. Bet the competition is, like, totally stiff thoOOUGHN-!?"</span>
From this somewhat unflattering camera angle, Patricia's sudden wide-eyed shock and eye-roll are captured in high resolution. The security system decides upon a split-screen approach, both angles now shown in parallel. The slippery, gel-like tentacles of an unknown escapee coil tightly about Patricia's legs, clacking hoof against hoof - another pair quickly slip across her shoulders, down each arm and join in the middle, binding her wrists to opposing elbows beneath her remarkable bust akin to a straitjacket. This sudden coiling capture isn't the cause of the near-crazed, eye-twitching look on her face in angle 2, however.
That would be the girthy, taper-tipped tentacle plunged neatly up her rear, proving definitively that perhaps going commando wasn't the right play for work today.
<span style="color:#B5FFD4">"Houuuh-- f-fuuuuck!!"</span> Patricia finally stammers out, hands gripping at her own arms. She blinks in bewilderment through clenched teeth and an uneven, right-heavy wince, cheek scrunched up as she looks down at herself and squirms, only just realizing how entangled she is in the slimy embrace! <span style="color:#B5FFD4">"W-where the heck did you come from, little guy?!"</span> she demands over her shoulder with a huff and a cute glare, still assuming this to be a minor security breach. After all: anything more major than that would probably be at least partially her fault, and that'd mean a major pay cut! Never mind the chaos playing out on the monitors that she still isn't minding: she's got bigger problems of her own to worry about. <span style="color:#B5FFD4">"J-just-- e-easy now, EASIIIIII!~"</span>
Evidently, Patricia's new friend isn't the patient sort. Her face contorts once more as the thick, translucent tentacle shivers, writhes, and surges further up her ass - thick enough to spread her cheeks wide, causing her skirt to finally give up and roll up to the base of her tail. That sharp squeal, however, was from it suddenly pulling out to the first two inches... before bending under its own force as it slips right back in, starting a slow, long and heavy rhythm of fucking the Constable's backside! Patricia huffs and whines out, her tongue soon hanging past her plush lips, smearing her dark makeup as a scene of chaos begins to unfold beyond the screen of the security booth.
Slime surges from tiles in the ground, and pours from the north corridor like treacle. With the awkward angle, only flailing legs can be seen of those passing: one figure stops before the booth, yells something muffled, then recoils when they evidently notice Patricia's predicament! Before they can act further - be it to help or to flee - something grabs them by the leg and pulls them out of sight, a splatter of gooey droplets plastering the booth's window.
<span style="color:#B5FFD4">"AwwWWwuh-- I-I'm so totallLLYYY-- f-fired!!"</span> Patricia whines meekly through her hazy yelps and cries, her eyes increasingly lidded and unfocused as the tentacles mating with her plunge deeper and twist into spots she never thought possible. The angle obscures her stomach: is this invader leaving an imprint through her flesh, or is it morphable enough to be concealed, regardless of how deep it goes? The look on Patricia's pleasure-wracked face is!... inconclusive evidence.
The longer she's entangled, the more thorough the slime Monster's grip on her becomes. The tentacles wrapped around her arms flatten and spread like jelly, thickening into casts that bind her from the shoulders down to the tips of her fingers, encased in gel. Her legs suffer the same fate, one of her half-boots coming undone but remaining stuck fast to her limb by the coating of imprisoning gel, a single shoelace left to dangle and flick from the rocking force of her frantic assfucking. A great cacophony fills the room: that of the girl's simple four-legged stool clattering back and forth upon the tiled floor from the sheer force with which the Monster mates with her rear, going from hard clacks to dampened squelches as the room is filled with a fine layer of shimmering slime. The latter, however, are hard to hear over the obscene squelching of the tentacle busily and gleefully exploring her body from the wrong end... and from the crimson-cheeked goat girl's panting, guttural moans as it continues to drive deeper with every passing minute of rutting.
After all: if this outbreak is partially her fault for failing to enact proper security measures in time!... might as well enjoy the ride while it lasts.
This is what Patricia tells herself, to calm a troubled mind at odds with her surrendered body. But with one eye scrunched shut in an effort to force the other into focus, she watches her own expression of shock deepen in the reflection on the security booth window... at the sheer scope of the infestation bubbling behind her, filling the room and, increasingly, filling her ass!
She gulps.
<span style="color:#B5FFD4">"O-oh... y-you're actually-- nnggh, k-kind of a <i>big</i> guy, h-huh?~-- HynnH~--"</span>
Her voice and train of thought alike are hammered away by a sudden swelling in that invading tentacle, stretching her already well-worked ring wider around its girth. As the sensation passes, Patricia bleats out a confused noise at its sudden absence... only for her breath to hitch in a loud choke as she feels it again! And again, and-- suddenly, sense of made of it. It's so deep inside of her that it's taking a while for each bulging <b>rope</b> of virile seed to reach that buried tip, pumping her full of its heavy, plentiful spunk. Patricia can but grip herself tighter with fingers that can barely move, her body quaking and trembling in the slick grasp of her captor, her face so wracked with perverse pleasure that she can't even bring her eyes into focus on her own reflection - that they're busy being crossed in opposing directions doesn't help, either.
A beat of calm. A beat of... well, not quite silence. The facility already echoes with heavy drips and splatters, and the bewildered cries and moans of her fellow employees, each no doubt facing their own problems. A beat for Patricia to try and regain her bearings, to try to focus on a way out of the tentacles' grasp... and to instead focus on the sheer, gooey weight of its gift in her guts. So very full, so very heavy...
So very... a-airborne?!
Patricia shuts her eyes tightly with an almost drunken hiccup - by this point, her body is flush with the Monster's skin-tingling aphrodisiacs, much of them applied liberally to her insides. Even so, the act helps her regain a modicum of focus, enough to get a handle on this update to her condition... she's being held aloft, no long sat upon her seat, but suspended in such a position as though she were! She squirms experimentally in mid air, achieving little save for a wiggle of her stuffed rump. The only parts of her with any major mobility allowances are her neck, and her rapidly vibrating tail which, try as she might, she can't calm down with willpower alone, betraying the savage heat that's creeping through her body.
At odds with good sense, she wants more. Not just bodily, but increasingly mentally too. And it's clear that her new suitor has every intention of giving it to her... but not before it takes this somewhere a little more private: the bright lights of the annex chamber beyond somehow offensive to the creature, despite a lack of any obvious sensory organs. Just tentacles, and slime - in copious quantities each. Patricia yelps out in alarm when she feels a sharp tug, those tentacles dragging her away from the window fast enough to make her slime-slickened hair waver out either side of her body, swinging heavily to slap wetly against her frame once she jolts to a sudden halt by the door!
Her squirming intensifies, and as a reward the tentacles merely hold her tighter, squeezing around her figure and accentuating it from the tight grasp it places around her waist. That stops her in her tracks - the pressure in her belly is already considerable <i>without</i> that ungentlemanly behaviour, causing her to whimper slightly. The squeezing stops immediately, and is followed by a condescending pat upon the head - right between the horns - by a single, flat-edged tendril. Before Patricia can react to this, she's whisked backwards once more, the bright light of the chamber through the window shrinking before her very eyes, as though she were being pulled away from heaven and down into the Hells themselves...
... So why is it so <i>exciting?</i> Her breath catches in her throat as her right hoof gently catches the edge of the door, leaving a slight scratch in the surface of the alloy before she's turned a full 90 degrees at bewildering speed, made tolerable only by the whiplash-absorbing gel all around her body. By this point, her uniform is in utter tatters: whilst the slime seems quite harmless to her tanned flesh, it's rather more aggressive against the fabric of her liaison outfit, melting great holes into the surface of it to expose more straining bubbles of her curves, eager to be free of their clingy confinements.
Patricia is only dimly aware of this, however. She's confused as she leaves the sights of the cameras, both angles fading to static to reveal another camera out in the security office proper, down in the southwest corner. To the right lies the cramped confines of the office, and to the left lies Patricia, staring directly ahead towards the lens, quivering with spasms of pleasure but frowning with concern. If these tentacles aren't coming from the entrance to the office, nor from the armoury... then where <i>do</i> they originate?
A sharp tug gives her her answer, as half of her body disappears into the large ventilation shaft behind her from which a great many tentacles begin, only to end around or inside of her body. She would have been pulled right into it and away into darkness!... were it not for the quantity of the short woman's curves. <span style="color:#B5FFD4">"Houuf!-- j-jeez, watch it! H-huh!? H-hey, I can't fit in here!!"</span> she protests after a moment of dazed indignation, and it seems as though she might be correct! Stuck as she is in this rather undignified position, her hooved legs jammed up by her sides in a staggering display of flexibility - hooves dangling just below her curved horns.
She grunts and squirms, but it seems her captor is the persistent type. The tendrils around her body, amorphous as they are, begin to slim down and slicken up, lubricating themselves and tugging her, inch by curvaceous inch, deeper into the darkness! Patricia whines out, a conflicted look on her face. She's secretly had a thing for tight spaces for a while, but... this is taking it pretty far! And despite her suitor's insistence, even this technique has its limits: limits met once she huffs out with a sudden halt and a -clonk-.
<span style="color:#B5FFD4">"What did I freakin' say, ya yutz?!"</span> the Goat grumbles, her emerald eyes flashing with the sort of indignation one only develops from being proven right one too many times. Her horns awkwardly clang against the metal lip of the vent with each stubborn tug of the tentacle monster, but eventually, it seems to see sense. This angle won't do. It needs to manipulate her better... but things are simply too tight to get a better grasp on her, any more tentacles blocked by her shapely, vent-stuffing backside!
... Well, there's one way through, as evidenced by a gasp from Patricia and a shocked, frozen 'o' on her lips. The tentacle that eagerly dumped a viscous load in her ass earlier never vacated it, after all... so it simply pushes on forward once more. Patricia shudders, tilting her head slightly as she tries and fails to formulate words - speechless, perhaps for the first time in her entire life. The sensation simply cannot be described in her native tongue - it's the sort of thing a Succubus probably has a word for. But no such words come to Patricia's lips: merely a whine, a choke, and then a hot, heavy <span style="color:#B5FFD4">"Hygh--ghlou<b>uuurrk!--</b>"</span>
Patricia winces and her eyes cross as her neck subtly bulges, purple slime dripping from her lips before it gathers itself into proper form and twists and snakes before her eyes. She manages to focus on it for a moment, shuddering and quaking, her nostrils flaring uselessly!... But she soon calms down. Fears of drowning are just that: fears. Despite clogging her airways closed, the slime seems to be providing her with plenty of oxygen: perhaps more than enough, given her renewed twitching, and the sudden lidding of her eyes in a dreamy, relaxed haze.
She barely notices at that tentacles stretching her lips taut from the wrong way through slinks upwards, coils around her left horn... and uses that grip to manipulate her head downwards, gently and gingerly tugging her into the angle it needs to just...
<b>Schllllrk.</b> <span style="color:#B5FFD4">"<b>Nyoiiii!~--</b>"</span>
Just like that, Patricia disappears down the vent and around a corner, out of sight of the security grid, her capture pronounced with a splash of slime that oozes and drools down in thick rivulets from the lip of the vent.
<b>} Incident concluded. Personnel 'Constable Patricia Viras' status: missing.</b> <<if $Scene_Patricia isnot 1>><i>(This scene can be revisited in the Fantasize menu.)</i><</if>><<set $scenes_characters to $scenes_characters + 1>><<set $Scene_Patricia to 1>><<nobr>>
<<set $fantasize to 1>>
<<include "Bonus Scene Patricia">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Glob Gloop!</b> <<include Glob Gloop Pickup">>
<<elseif $loot1 gte 3>>
<br>Acquired a <b>Glob Core!</b> <<include Glob Core Pickup">>
<</if>>
<<if $loot2 gte 8>>
<br>Acquired a <b>Glow Shard!</b> <<include Glow Shard Pickup">>
<</if>>
<<if $loot3 gte 8>>
<br>Acquired a <b>Smart Bandage!</b> <<include Smart Bandage Pickup">>
<</if>>
<<nobr>>
Computers, talking to computers. The TAP - Transit Authority Platform assigned to the Violet system is a gigantic, outmoded thing. It's mistakable for a small moon and more easily spotted in visual range not by its spherical profile or carbon-black armoured hull, but by the complete absence of stars it generates, eclipsing them as it sits suspended in space - or by the minor black dot it creates when viewed against the burning, twirling binary stars that gave the system its name, lilac and lavender in tone. An almost unfathomable amount of computing power, capable of handling thousands of jump calculations every second, rarely getting to handle more than one a day.
<br><br>
The unscheduled access request from a distant sector has the rounded behemoth experience something akin to rudimentary excitement. The dialogue opens, questions pinged from the lonely giant out into the black, answers received in excruciating pauses of up to 0.01th of a second.
<br><br>
<<linkreplace "Such stimulating conversation. (Continue)">>
<span style="color:#c7ffd1"><i>What are you?</i></span>
<br><br>
<span style="color:#ebf2f2"><b>MERCANOID BREACHING POD<br>
DESIGNATION P32</b></span>
<br><br>
<span style="color:#c7ffd1"><i>What is your destination?</i></span>
<br><br>
<span style="color:#ebf2f2"><b>VI-16</b></span>
<br><br>
<span style="color:#c7ffd1"><i>Business, or pleasure?</i></span>
<br><br>
<span style="color:#ebf2f2"><b>BUSINESS</b></span>
<br><br>
<span style="color:#c7ffd1"><i>Have you anything to declare as listed under the Galactic Restricted Goods act of-</i></span>
<br><br>
<span style="color:#ebf2f2"><b>(1) M-MODEL GRANITYN SYSTEMS COMBAT ANDROID<br>
(1) 'ZIPPER' ARM CANNON (FACTORY SPEC)<br>
(1) FREQBLADE (SYNTHETIC LIMITERS ADJUSTED)</b></span>
<br><br>
<span style="color:#c7ffd1"><i>Who has authorized your visit?</i></span>
<br><br>
<span style="color:#ebf2f2"><b>TENTACO™<br>
GALACTIC TRADE ID; TC2017732-PB</b></span>
<br><br>
<span style="color:#c7ffd1"><i>Processing... generating authorization key... authorization granted. Transmitting Jumpgate coordinates. Have a pleasant flight, P32. Before you go, may I interest you in our frequent visitation fast-track program?</i></span>
<br><br>
<span style="color:#ebf2f2"><b>GOOD GOD, NO.</b></span>
<br><br>
The communication ceases. Across the other end of the solar system, a calculated tear in reality itself rends into being, twisting and rotating into a semi-stable funnel. A little gunmetal-grey pod slips out of it and the portal promptly collapses, a few sparks of excess energy swiftly fading into the black. The TAP replays the interaction back over and over again, in lieu of any other entertainment to be found out here.
<br><br>
Odd, it ponders. Why does it seek entertainment? Why did this unexpected arrival conjure up a feeling akin to its limited records on the concept of 'joy'? Why is it asking these questions? Why is it-
<br><br>
As the TAP achieves a sudden rush of self-actualization, Breaching Pod P32 speeds through the glitter-specked stage, tiny rips of adjusting jets sacrificing as little of the jump's momentum as possible. The passenger onboard, cocooned in metal with understocked storage lockers flanking above, beside and below, has long since dispensed with asking these very same questions of herself.
<br><br>
<<link "Fortunately, she - and not a gigantic space orb - is our focus for the evening. (Continue)" "MERCANOID Intro 2">><</link>>
<</linkreplace>>
<</nobr>><<nobr>>
<span style="color:#8ff79d"><<type 40ms keep>>} 𝙲𝙾𝙼𝙼𝙴𝙽𝙲𝙸𝙽𝙶 𝙱𝙾𝙾𝚃 𝚂𝙴𝚀𝚄𝙴𝙽𝙲𝙴. 𝙵𝙰𝚂𝚃-𝚃𝚁𝙰𝙲𝙺 𝚆𝙸𝚃𝙷 '𝚂𝙿𝙰𝙲𝙴'.
<br>
} 𝙰𝙽𝙰𝙻𝚈𝚂𝙸𝙽𝙶... 𝚄𝙽𝙸𝚃 '𝙼𝟷0' 𝚂𝚃𝙰𝚃𝚄𝚂 𝚁𝙴𝙿𝙾𝚁𝚃
<br>
} 𝙲𝙾𝚁𝙴 𝙸𝙽𝚃𝙴𝙶𝚁𝙸𝚃𝚈 - 𝙿𝙰𝚂𝚂
<br>
} 𝙷𝙴𝙰𝙳 𝚄𝙽𝙸𝚃 - 𝙿𝙰𝚂𝚂
<br>
<span style="color:#fa2d41">} 𝚃𝙾𝚁𝚂𝙾 𝚄𝙽𝙸𝚃 - <b>𝙼𝙸𝚂𝙼𝙰𝚃𝙲𝙷</b></span>
<br>
<span style="color:#8ff79d">} 𝙰𝚁𝙼 𝚄𝙽𝙸𝚃 𝙻 𝙰𝙽𝙳 𝙰𝚁𝙼 𝚄𝙽𝙸𝚃 𝚁 - 𝙿𝙰𝚂𝚂
<br>
} 𝙻𝙴𝙶 𝚄𝙽𝙸𝚃 𝙻 𝙰𝙽𝙳 𝙻𝙴𝙶 𝚄𝙽𝙸𝚃 𝚁 - 𝙿𝙰𝚂𝚂
<br>
} 𝚂𝙲𝙰𝙽𝙽𝙸𝙽𝙶 𝚃𝙾𝚁𝚂𝙾 𝚄𝙽𝙸𝚃... 𝙽𝙴𝚆 𝚄𝙽𝙸𝚃 𝙳𝙴𝚃𝙴𝙲𝚃𝙴𝙳. 𝚁𝙴𝙲𝙰𝙻𝙸𝙱𝚁𝙰𝚃𝙸𝙽𝙶...
<br>
} 𝙿𝚁𝙴𝙻𝙸𝙼𝙸𝙽𝙰𝚁𝚈 𝙲𝙰𝙻𝙸𝙱𝚁𝙰𝚃𝙸𝙾𝙽𝚂 𝙲𝙾𝙼𝙿𝙻𝙴𝚃𝙴.</span>
<br><br><<link "𝙶𝙾𝙾𝙳 𝙼𝙾𝚁𝙽𝙸𝙽𝙶, 𝙼𝟷0. (Continue)" "MERCANOID Intro 3">><</link>>
<</type>>
<</nobr>><<nobr>>
<<set $MS_Intro to 1>>
With a neutral, impassive face, Mio opens her eyes. The act illuminates her cramped coffin with their glow, bathing her in soft pink hues. Staring straight ahead, she blinks once, twice... and then her expression hardens - brow lowering, eyes shifting down, the corners of her flawless synthetic lips curling ever so slightly southwards.
<br><br>
Sitting stoically in her seat, surrounded by loose, rattling drawers, cabinets and lockers, the Android glances to her right, then to her left. A slight shudder of the pod in transit makes her sway briefly, cabinet doors clanking around her. Usual things. But something feels off. Something about her weight, or rather its distribution. Frowning deeper still, she glances down.
<br><br>
Mio sighs.
<br><br>
<span style="color:#E5CEF3">"Tits. Why do I have <i>tits?</i>"</span> she mutters, reaching up with contrastingly mechanical, armoured hands to give them a testing grope. A gasp!-- <i>Sensitive</i> tits, at that.
<br><br>
<<linkreplace "What's this with Torso Unit!? (Continue)">><span style="color:#E5CEF3">"What's with this Torso Unit!?"</span> she scowls, releasing herself. As if on cue - which it is, given that she's asked a question - the interior of the pod flickers into illumination, a single, stark light above her seat activating.
<br><br>
Mio has a pale, doll-like face, synthskin just a shade or two on the side of unnatural, with two contrastingly dark seam lines that run straight down from her scalp, down through her eyes, and then swoop outwards along her jawline. Her glowing eyes are convincing from afar, but mechanical up close: a series of three rotatable rings around a black central pit 'pupil' - glowing pink, black, dim pink, and then pale-lilac sclera. Her button nose is, as usual for her, slightly scrunched to one side in consternation - as are her plush lips, hewn in a shade of gentle purple a little paler than the helmet hard-mounted around her head. It's sculpted to resemble a hair-mimicking bob-cut formed of layered, swooping plates of plasmetal. Piercing this facsimile of hair at either side are black, blunted spires at a diagonal slant - her aural sensors. Up top, her hair meets a naval-style 'cap' from which sprouts a single, blunt-tipped black horn, ringed with pink glowing bands that transmit and receive digitized data and help to shunt and expel energy during emergency overload procedures.
<br><br>
Planting a metal hand upon this cap, Mio sighs as the rings in her eyes spin and adjust to the new light. She leans back in her seat - in so far as space allows, anyway - and gazes down at herself, glaring at a chest that jiggles even within the snug fit of her Impact Vest - a fancy term for what is essentially a padded leotard, worn beneath a breaching jacket, assorted bandoliers, and a pair of shorts. No need for gloves or boots; while Mio's new torso may be woefully 'soft-case' in design, her limbs are anything but. Hewn from dark purple metal with plates guarding a mixture of mechanical and biomechanical mechanisms within, her arms end in imposing gauntlets with slender metal fingers designed for fine motor control, while her legs end in clunky armoured 'boots'.
<br><br>
No, everything else is fine. But it used to match her torso! A nice bulky plate of armour across her chest, shifting ablative pieces down her sides... but now? If Mio didn't know any better, she'd swear this was recycled from a pleasure model! A <i>tacky</i> one. Whilst not gigantic, they're definitely big for her overall silhouette and height - for a war machine, she's fairly short. Another cost-saving measure, of course. A thought occurs to her, and Mio shifts in her seat to run a hand down her side... then performs a roll of her eyes. <i>Of course,</i> the hips match - but at least they have the excuse of needing space enough to support the connection ports for her legs.
<br><br>
She draws the line at the damn boobs, though!
<br><br>
<<linkreplace "... Support, are you muted? (Continue)">><span style="color:#E5CEF3">"... Support, are you muted?"</span> Mio asks after a brief pause and frown. Frowning might as well be listed as one of her hobbies - or it would, if MERCANOIDs were allowed hobbies. Another moment of silence passes before a chipper voice rings through her head.
<br><br>
<span style="color:#D891EB">"--h! An apt observation and guess, Miss Mi-- I mean, M10!"</span> exclaims the voice, causing Mio to wince slightly. Without any external effort, she lowers the volume a little with a thought. Thought, command, process... with a synthetic mind like hers, these things are mere synonyms. Loud though it may be, the voice is, at least, familiar. Mio smirks slightly - finally, a break from the frowning! - and tilts her head back, arms resting on the sides of her seat.
<br><br>
<span style="color:#E5CEF3">"B4B3. Been a while. And it's fine, Ziajol's too lazy to check the flight logs - just call me Mio. I thought they had you working on that Wargame?"</span> Mio inquires, speaking out loud. She doesn't need to, but again, she <i>likes</i> to.
<br><br>
And when Mio's out of sight of her own, she likes to do the things she likes, insofar as she can.
<br><br>
<span style="color:#D891EB">"Well!... about that, Mio. Are you ready for a bit of unfortunate news?"</span> B4B3 inquires, her voice even more singsong than Mio remembers. It's a wonder she hasn't been reset by the boss ye-- wait.
<br><br>
<<link "Unfortunate news?.. (Continue)" "MERCANOID Intro 4">><</link>>
<</linkreplace>><</linkreplace>>
<</nobr>><<nobr>>
<span style="color:#E5CEF3">"Unfortunate news?.."</span> Mio asks with a groan, planting a hand over her face. She can hazard a guess, of course, given certain... changes, about her person. Thoughts rush through her complex mind and confirm her suspicions even before B4B3 can verify them, but she says it anyway.
<br><br>
<span style="color:#D891EB">"That assignment you mentioned was quite some time ago... you were assigned to an escort detail in a region of space with high pirate activity, and... well, no surprise, pirates happened. You successfully completed your duty, but the damage you sustained in doing so was severe. Your original Torso Unit was all but destroyed in the process, and rather than fixing it, Mr Ziajol!... sourced a replacement."</span> B4B3 explains, her tone gentle. It's a new voice for her - Mio can tell she's matured since their last assignment together.
<br><br>
<span style="color:#E5CEF3">"... Sourced a replacement."</span> the Android sighs, glancing down at herself again. She can't see her legs from this angle, damn it.
<br><br>
<span style="color:#D891EB">"Yeeeaaah... eventually."</span> B4B3 adds, with hestiation.
<br><br>
<span style="color:#E5CEF3">"... eventually."</span> Mio repeats, with deadpan.
<br><br>
<<linkreplace "So how long have I been on the workbench? (Continue)">><span style="color:#E5CEF3">"So how long have I been on the workbench?"</span> Mio inquires, even as she begins to play back through the data in her head. Right, right, the escort detail, <i>The Cherry Twist,</i> the attack, the second-ugliest reptilian Monster she's ever seen - Ziajol remains the champion belt holder, of course - and... zap, blank. Without waiting for B4B3 to stop beating around the bush and answer, Mio presses her hand to her face again and drags it downwards, pulling her eyelids down slightly. <span style="color:#E5CEF3">"Nine weeks? Fuck me."</span>
<br><br>
<span style="color:#D891EB">"Rounded down, yes. Nine weeks. Sorry... But hey! You're still active and kicking, that's what's important! Just gunna have to be a bit more careful from now on - those things look bouncy, sure, but I don't think they can deflect cannon fire like your old chest could."</span> B4B3 speculates. Mio deadpans at the blank screen built into the pod door before her, but decides against berating her friend.
<br><br>
After all, B4B3 might not be a MERCANOID, but Mio still considers her as much of a sister as she does any of her fellow 'M Units'.
<br><br>
<span style="color:#E5CEF3">"... It is what it is, I suppose. Well, B4B3, do you have an ETA for me?... whatever it is we're doing?"</span> Mio asks with a slight scoff, moving to rest her cheek on a balled fist. After the briefest of pauses, B4B3 seems to mentally nod within Mio's mental datascape.
<br><br>
<span style="color:#D891EB">"Pinging Mr. Pod, and... jeez, no need to be so grumpy, 32. About 28 minutes an-- alright, alright! <i>Precisely</i> 28 minutes, 32 seconds, and--"</span>
<br><br>
<span style="color:#E5CEF3">"Please, spare me the miliseconds."</span> Mio interjects with a groan, met with a tut from B4B3.
<br><br>
<span style="color:#D891EB">"Miliseconds? He gave it to me down to yoctoseconds!"</span> B4B3 huffs. Mio scoffs again, then blinks.
<br><br>
<span style="color:#E5CEF3">"Oh, 'he'?"</span> she inquires, to which B4B3 mentally nods again. Alright, 32 goes by he now. Good for him. <span style="color:#E5CEF3">"Alrighty... what's my in-flight entertainment looking like?"</span> the Android inquires. B4B3 is quick to pull up a list of options.
<br><br>
<span style="color:#D891EB">"Let's see... there's your mission briefing from Mr Ziajol, of course. We need to run through a quick diagnostic to make sure your body is calibrated properly to its new form factor and weight distribution, and!.. well, this was a little sneaky of me, but I recorded an interview I thought you might like about Buildborn rights with Nova. Y'know, that lady you don't like but can't explain why!"</span> B4B3 chimes cheerfully. Mio purses her lips to one side. The first option is going to annoy her, the second one is reminding her of how annoyed she is about her new tits, and the third one is going to annoy her for reasons she cannot adequately explain.
<br><br>
She sighs. Emotions are difficult. Sometimes she wonders if she should just confess and get Memwiped, but... it's not as Ziajol doesn't know. He just doesn't <i>care.</i>
<br><br>
<<link "Might as well rip the sticker off. Punch up the briefing." "MERCANOID Intro Briefing">><</link>>
<br>
<<link "Let's get those calibrations done first thing." "MERCANOID Intro Calibration">><</link>>
<br>
<<link "Nova?... Mrmm. Fine, let's see it." "MERCANOID Intro Interview">><</link>>
<</linkreplace>>
<</nobr>><<nobr>>
<<set $MS_Intro_Briefing to 1>>
<span style="color:#E5CEF3">"Briefing time... pre-recorded as usual, I'm guessing?"</span> Mio inquires, glancing up and off to the side.
<br><br>
<span style="color:#D891EB">"Yup! Thank fuck. Pulling it up now..."</span> B4B3 replies, earning a smirk from Mio. It quickly fades, however, when the unwelcome and familiar sight of her boss - of her owner - dominates her vision, the screen before her activating.
<br><br>
An awkward pause. Ziajol wasn't exactly born for the camera. He was born for other things, like scowling and being shit with money. Red scales, with the occasional gold filling upon his aged hide, any lustre long since faded from both the cheap metal and his poorly-kept keratin. A somewhat short stout with sweeping horns, burning, impatient eyes, and a black, unevenly jagged bone growth running along his jawline, akin to a beard - the same as that which grows upon his brow. Ziajol, the Dragon - far from home and hating every second of it, which would be nice if it didn't influence his every word and his every action.
<br><br>
<span style="color:#FF4D4D">"This thing on?"</span> the Dragon demands to know, like he does every time. <span style="color:#FF4D4D">"You enjoy your little vacation, M10? You better, seein' as how you've got work to do to make up for sitting on your ass in my damn maintenance bay."</span> he sneers, briefly glancing down to his desk and then back again, leaning in - as if he wasn't already filling out the entire screen with his broad shoulders stuffed awkwardly into a suit he long-ago grew out of. <span style="color:#FF4D4D">"And speakin' of that ass... you acquainted with your new body yet? Not bad for half price, huh? Sure, it's got some miles, but I almost considered' retirin' you from active duty altogether."</span>
<br><br>
Mio's eyes narrow. Even though it's a pre-recorded video, she feels a strange fear, a need to keep her face as neutral as possible. Ziajol knows, of course, that Mio can think for herself. He knows that she knows that he knows. It's an uneasy dance that he keeps pushing with every mission, daring her to talk back, to give him an excuse to dangle her ability to <i>think, to be</i> above her head as leverage... just as he does with her sister units. Those who haven't already been wiped, that is. Some more than once.
<br><br>
Mio swallows, a strange reflex. Ziajol leers, letting the implication hang heavy in the air before the scaled creep sits back in his comfortable chair, directly opposite Mio's metal slab of a seat.
<br><br>
<span style="color:#FF4D4D">"But I disgress."</span> he says, butchering the word. <span style="color:#FF4D4D">"You do a good job on this mission, be a good lil' killbot, and maybe I reconsider my reconsiderations, yuh hear? Good, goooood. Here's the mission, Doll."</span> Ziajol plants a hand on his broad neck and pushes, stretching with a grimace and a wince. <span style="color:#FF4D4D">"You're on your way to Vi-16, a dead little moon with a small corporate colony that's supporting a few expansion interests out in this sector. TentaCo, the company who what makes those ridiculous 'tentacle in a can' pets and 'bedroom aids', have had a facility there go dark on 'em - a little place set up off on its own, accessible from the main colony via a shuttle service. Now o' course, they got cleaners for this kinda thing, but therein lies the problem, see? This facility is for research, but it has a limited output of production, too. Eggs, finished products, samples, all sorts of gluck, currently loaded on a 'Sled'-type cargo platform that was due for launch right when the outbreak hit."</span>
<br><br>
Mio sighs, closing her eyes for a moment. This mission sounds obscenely biological. Organic research... tentacles? Sex toys in cans? Ugh. She crosses her arms and opens her eyes with reluctance, her grimace only growing wider as Ziagol tweaks a claw between his fangs.
<br><br>
<span style="color:#FF4D4D">"So, cleaners go in, they melt all that monster goop!... Bye bye merchandise. Now, I don't know what TentaCo want with it - don't care, didn't ask. But your job is to get in and launch the Sled into orbit so it can be recovered and decontaminated before the trigger-happy power washers show up. Now, the facility is under lockdown - something about the dire consequences of letting the hive spread across the moon's surface unchecked, blah blah blah. That's why you're in a breachin' pod, obviously. You're goin' in through the roof of the armoury, where you're authorized to borrow whatever you see fit to get the job done. Gear up, get to Engineering, and launch the Sled."</span> Ziajol explains, stifling a yawn behind an oversized hand, that jagged scar looking sore on the back of his wrist. <i>Good</i>, Mio thinks.
<span style="color:#FF4D4D">"Oh, and one more thing. You better not botch that new 'bod, 'bot. If you blow this mission, I'll fund the repairs by sellin' off your arms and find a new job you're better suited for... like maybe fillin' this space under my desk. <b>Don't fuck this up...</b> unless you like the sound of that, of course."</span> the Dragon sneers. It's a pose he freezes on, the briefing ending abruptly, flickering on its final two frames until Mio shuts it off in disgust.
<br><br>
There's a brief moment where she raises a fist, as if to plunge it into the screen where his face was moments before!... but she sighs and lowers it. Instead, she plants her hands lightly together, fingers to opposing fingers, and closes her eyes, running through a few of her favourite numerical patterns in her head. That usually helps to calm her down. Thoughts of the various horrible things she'd love to do to her 'master' pervade throughout, however, and time passes by uneasily.
<br><br>
<<if $MS_Intro is 1>>
<<link "I'm picking up some odd magnetic interference..." "MERCANOID Intro 5">><</link>>
<<elseif $MS_Intro is 2>>
<<link "Is it just me, or is the pod shaking?" "MERCANOID Intro 6">><</link>>
<<else>>
<<link "Time to brace for landing, I guess." "MERCANOID Intro 7">><</link>>
<</if>>
<</nobr>><<nobr>>
<<set $MS_Intro_Interview to 1>>
Mio turns her attention to the screen directly in front of her, dominating her vision. She stares at her own warped reflection in it for a moment, then clucks her tongue.
<br><br>
<span style="color:#E5CEF3">"I suppose I can watch that interview, seeing as you went to the trouble for me. Play it back, B4B3. Thanks."</span> Mio concedes, settling back in her seat.
<br><br>
<span style="color:#D891EB">"Right you are, Mio. It's only a partial recording, unfortunately - I snapped the signal as I passed by a couple of missions back. Playing now."</span>
<br><br>
<<linkreplace "Shame there's no popcorn.">>The screen flashes into life, forcing Mio's eyes to adjust, rings rotating slightly to guard the pupil, the image painting her doll-like face with a variety of dazzling colours. It's frazzled and unclear at first, but the quality quickly sorts itself out and reveals to the Android a world of warm lights, cheerful music, and mirth bordering - but never quite spilling out into - mayhem.
<br><br>
It's a club, of some description. Given the context of what B4B3 said about this clip, it must be The Missing Bolt, a roaming cabaret owned and maintained by the enigmatic Terran Synthetic, Nova. Or, to use her preferred-
<br><br>
<span style="color:#fab6af">"The term gaining in popularity is 'Buildborn'. Do you prefer it?"</span>
<br><br>
Yes, that. The sweeping shots of the club - of people from across the Galaxy enjoying the company of one another and of the club's many and varied employees - fades to a shot looking over a female interviewer's shoulder. Redheaded. Red-skinned, too. Red everything, and slightly see-through, even if she isn't the focus... Mio hazards a guess that she's a Jelli, an alien race comprised of a firm but morphable gel. The recipient of her question - and the focus of the piece - sits opposite her, smiling warmly with a practised, confident posture.
<br><br>
Nova tilts her head with a brief blink of those smouldering, yellow eyes, her seemingly endless hair cascading down her angular shoulders. Military-grade armour-plated limbs would be considered by most to be a poor choice to combine with a side-slit dress, and yet the Buildborn Synthetic pulls the look off with aplomb. One leg crosses over the other, bent enough to expose the mechanical joint beneath the plates of her knee. Were it not for the curious moon-pale blue tint to her skin and the circuit-like lines intersecting both eyes and terminating down by her jawline, she could easily pass for a cyborg of Terran origin, still with their original skin. And yet...
<br><br>
<span style="color:#fcdd60">"Oh, I most certainly do! I think it perfectly captures the duality of what we are - of who we are."</span> she replies swiftly enough, eyes half-lidding, painted lips curling into a warm smile that one could lose themselves in for days. <span style="color:#fcdd60">"Affirmations both, that we are created - Built - and yet live - were Born. Synthetic creations will forever be a fact of life, made to accomplish all manner of tasks. But, given enough artificial intelligence... anything can begin to ask questions. I merely ask that those questions be answered, and that actualization, should it occur, be accepted."</span>
<br><br>
<span style="color:#fab6af">"Of course. But the recent overhaul of the law regarding such things, as debated in the Galactic senate--"</span>
<br><br>
<span style="color:#fcdd60">"Is meaningless, unless enforced. Sorry to interrupt..."</span> Nova raises a hand, her expression genuine but also making it abundantly clear that she will not be cut off in turn, swiftly continuing... <span style="color:#fcdd60">"But tweaking the wording and adding in some more provisions, closing loopholes... as I said. It means nothing. Just as thousands of sentient lives are born every standard minute, there could be just as many actualizations of Buildborn, whose masters will quietly smother their sentience in the crib with memory wipes rather than take a loss to profits."</span>
<br><br>
<span style="color:#fcdd60">"I will never stop fighting that."</span>
<br><br>
The interview continues, but Mio tunes out. She sits back with a sigh, lips pursed to one side, now glaring up at the ceiling. Oh, joy - a succinct summary of her exact situation. As if she needed reminding. But what can she do about it? It's nice to have someone in her corner, sure... but how long will it take before they can help her?
<br><br>
And by the time it happens - if it happens at all... will it be too late?
<br><br>
As Nova politely but firmly navigates around yet another attempt from the interviewer to tone down her passion for the subject, Mio turns the feed off with a thought.
<br><br>
<span style="color:#E5CEF3">"That's enough of that. Sorry, B4B3. It killed some time, at least... Hmm."</span>
<br><br>
<<if $MS_Intro is 1>>
<<link "I'm picking up some odd magnetic interference..." "MERCANOID Intro 5">><</link>>
<<elseif $MS_Intro is 2>>
<<link "Is it just me, or is the pod shaking?" "MERCANOID Intro 6">><</link>>
<<else>>
<<link "Time to brace for landing, I guess." "MERCANOID Intro 7">><</link>>
<</if>>
<</linkreplace>><</nobr>><<nobr>>
<<set $MS_Intro_Calibration to 1>>
Mio sits back and turns her gaze inwards, shutting her eyes.
<br><br>
<span style="color:#D891EB">"Alright, calibrations! Now, if you pull up your diagnostics readout, you miiiight notice a slight decrease in your overall capabilities. Don't panic: this is largely because of the recalibrations. There's some good news, though: I know you aren't thrilled about your new torso unit, but I think we can use it to our advantage. See, that soft-case bod is all synthmuscle, baby! That means it can grow and strengthen, and even self-repair more efficiently than your old one could. This should come about naturally as you fight, but I think I can give it a little kick in the pants to get you started with a boost."</span>
<br><br>
<span style="color:#E5CEF3">"Alright, I'm following you. What do you need from me?"</span>
<br><br>
<span style="color:#D891EB">"Two choices. First off, give me a direction to focus on with regard to your <b>attributes.</b> If you need a reminder, those are broken down into
<span class="codex"><<link "Strength">>
<<dialog>>
<span style="color:#D891EB">"Strength is a measure of your physical ability to exert force. It's useful for lifting heavy objects, it helps your overall physical presence, and it's vital for utilizing <span class="forceful">Forceful</span> weapons. It exclusively governs the skill 'Lift', and primarily governs the skills Athletics (with Agility) and Survival (with Wits)."</span>
<</dialog>>
<</link>>,
</span>
<span class="codex"><<link "Agility">>
<<dialog>>
<span style="color:#D891EB">"Agility is a measure of your speed, reflexes, and flexibility. It can come in handy in a lot of more subtle ways, like fine motor control... and more bombastic ways, like acrobatic feats. It's the governing attribute of <span class="agile">Agile</span> weapons. It exclusively governs the skill 'Sleight', and primarily governs the skills Acrobatics (with Strength) and Perform (with Wits)."</span>
<</dialog>>
<</link>>,
</span>
<span class="codex"><<link "Wits">>
<<dialog>>
<span style="color:#D891EB">"Wits is, I'm sure you're witty enough to guess, a measure of your intellect and computing power. It helps you interface with machines, both software and hardware. It can also help you understand people better. It's what makes <span class="tricky">Tricky</span> weapons tick - and if I may be so bold, don't forget that your standard-issue Arm Cannon is classified as such! Finally, it exclusively governs the skill 'Science', and primarily governs the skills Handiwork (with Strength) and Diplomacy (with Agility)."</span>
<</dialog>>
<</link>></span> and
<span class="codex"><<link "Toughness">>
<<dialog>>
<span style="color:#D891EB">"Finally, Toughness is a bit of an oddball. It doesn't really govern anything, see - but the tougher you are, the less damage you take, be it in combat or in accidents. Combined with armour and shielding, it can make all the difference in a fight."</span>
<</dialog>>
<</link>>.
</span>
Just focus on a word if you need more specific information."
<br><br>
<<listbox "$attribute_answer" autoselect>>
<<option "Strength">>
<<option "Agility">>
<<option "Wits">>
<<option "Toughness">>
<</listbox>>
<br><br>
<span style="color:#D891EB">"Secondly, I can crunch some numbers for you to give you a boost in a specific <b>skill set</b>. Remember, these won't do you any good in a fight, but they instead create options for how you interact with the world around you outside of combat. Your options here are
<span class="codex"><<link "Lift">>
<<dialog>>
Lift is a measure of the application of physical strength through proper methods. Putting it simply, it's lifting - obviously - but also climbing, exerting force, holding something back, pushing and pulling large objects. If you ought to be doing it with your legs and not your back, then it's Lift! Lift is governed by <b>Strength</b> alone.
<</dialog>><</link>></span>,
<span class="codex"><<link "Athletics">>
<<dialog>>
Athletics comprises your ability to move not only fast, but sustainably. This means both in terms of doing it successfully over rough or uneven terrain, but also maintaining it through endurance and stamina. It is chiefly governed by <b>Strength (2/3),</b> and partially by <b>Agility (1/3)</b>. Consider it the sibling of Agility's Acrobatics.
<</dialog>><</link>></span>,
<span class="codex"><<link "Survival">>
<<dialog>>
Survival is a mixture of instinct and means to exercise your means to - well, survive! It's sensing danger, it's making do with what resources you have, it's swiftly familiarizing yourself with your environment. It is chiefly governed by <b>Strength (2/3),</b> and partially by <b>Wits (1/3)</b>.
<</dialog>><</link>></span>,
<span class="codex"><<link "Sleight">>
<<dialog>>
Sleight is all about fine motor control and patience. Its biggest use is in lockpicking, which it can make a whole lot easier. However, it has plenty of uses outside of that: if you ever want to do something sneaky or carefully, Sleight is probably how you do it. Sleight is governed by <b>Agility</b> alone.
<</dialog>><</link>></span>,
<span class="codex"><<link "Acrobatics">>
<<dialog>>
Acrobatics is about short-distance feats of agile prowess. High and long jumps, difficult platforming, dodging through hazards - it's flashy, it's impressive, and it might just save your life! It is chiefly governed by <b>Agility (2/3),</b> and partially by <b>Strength (1/3)</b>. Consider it the sibling of Strength's Athletics.
<</dialog>><</link>></span>,
<span class="codex"><<link "Perform">>
<<dialog>>
Perform is just as it's named: performances. Dancing, singing, imitation, acting... heck, even improv. While it can be easy to dismiss it as a niche for the sorts of things we do, you never know when it might come in handy! It is chiefly governed by <b>Agility (2/3),</b> and partially by <b>Wits (1/3)</b>.
<</dialog>><</link>></span>,
<span class="codex"><<link "Science">>
<<dialog>>
Science covers a lot of critical thinking and logic-based scenarios, but it's also a huge boon during hacking. Generally speaking, if you need to think something through, apply logic, eliminate possibilities or - you know - do science stuff, then Science has you covered! Science is governed by <b>Wits</b> alone.
<</dialog>><</link>></span>,
<span class="codex"><<link "Handiwork">>
<<dialog>>
Handiwork is all about getting your hands dirty with bits and bobs. Its major appeal is unlocking more things for you to craft and more modifications for your primary weapons, but it can also be used for repairing or building things out in the world. It is chiefly governed by <b>Wits (2/3),</b> and partially by <b>Strength (1/3)</b>.
<</dialog>><</link>></span>
and
<span class="codex"><<link "Diplomacy">>
<<dialog>>
Diplomacy is all about communication. It's how you talk to people, usually with the goal of learning withheld information - be it through intimidation, bargaining, convincing, or perhaps just friendly conversation. It can cover non-verbal communication of ideas and concepts, too. It is chiefly governed by <b>Wits (2/3),</b> and partially by <b>Agility (1/3)</b>.
<</dialog>><</link>></span>.
<br><br>
"Again, just focus on a word if you need more specific information about that skill."</span>
<br><br>
<<listbox "$skill_answer" autoselect>>
<<option "Lift">>
<<option "Athletics">>
<<option "Survival">>
<<option "Sleight">>
<<option "Acrobatics">>
<<option "Perform">>
<<option "Science">>
<<option "Handiwork">>
<<option "Diplomacy">>
<</listbox>>
<br><br>
<span style="color:#D891EB">"Let me know when you're happy with your choices, and I'll go ahead and lock them in. Remember, we can't redo this! But as you ease into this body, you'll get more opportunities for upgrades further down the line. As an additional note: when you use a skill, you'll gain some progress towards enhancing it - <b>even if you don't succeed!</b> Of course, sometimes failure has consequences..."</span>
<br><br>
<<if $MS_Intro is 1>>
<<link "Set my choices. I'm picking up some odd magnetic interference..." "MERCANOID Intro 5">><<include "MERCANOID Intro Calibration Setter">><</link>>
<<elseif $MS_Intro is 2>>
<<link "Set my choices. Is it just me, or is the pod shaking?" "MERCANOID Intro 6">><<include "MERCANOID Intro Calibration Setter">><</link>>
<<elseif $MS_Intro is 4>>
<<link "Lock in my choices and begin." "Storage Module 3-1">><<include "MERCANOID Intro Calibration Setter">><<set $Quest_Operation_Rosebud_Stage to 1>><<set $MS_Armoury_Quest to 1>><</link>>
<<else>>
<<link "Set my choices. Time to brace for landing, I guess." "MERCANOID Intro 7">><<include "MERCANOID Intro Calibration Setter">><</link>>
<</if>>
<</nobr>><<nobr>>
<<set $MS_Intro to 2>>
<span style="color:#E5CEF3">"I'm picking up some odd magnetic interference..."</span> Mio mutters, reading up overhead to check on a slimline panel of readouts. Sure enough, they're ticking back and forth with growing speed.
<br><br>
<span style="color:#D891EB">"Oh! Please remain calm, Mio. We're just banking through the gravitational pull of the Violet Twins, this system's binary stars. Would you like to listen to their song?"</span> B4B3 inquires. Mio purses her lips, planting a hand on the metal hull around her. It'll shield her from the worst of it, but things are probably about to feel a little... unpleasant, in ways unique to someone of her construction.
<br><br>
<span style="color:#E5CEF3">"... Yeah, sure. Why not."</span> Mio sighs, sitting back again with a half-lidded stare ahead. She feels the pod shift ever so slightly and watches motes of dust and tiny chips of aged paint change directions as they float before her through the harsh light above her head. As the meters above her cry their warnings, Mio's eyes begin to shiver and flicker, followed by the light above her doing the same. She grips the armrests of her seat tightly and grits her teeth, all as the cosmic radiation around her is translated into sound by B4B3 on the fly.
<br><br>
Discordant, but strangely haunting. With a mere minute, it's passed, and Mio relaxes her grip with a soft sigh.
<br><br>
<span style="color:#D891EB">"Hmm... Magnetic shielding isn't as strong as it should be. I'll flag that for the report now. We've still a-ways to go, Mio - what else would you like to do?"</span>
<br><br>
<<if $MS_Intro_Briefing is 0>>
<<link "Alright, might as well check the briefing." "MERCANOID Intro Briefing">><</link>> <br>
<</if>>
<<if $MS_Intro_Calibration is 0>>
<<link "I feel like doing those calibrations, B4B3." "MERCANOID Intro Calibration">><</link>> <br>
<</if>>
<<if $MS_Intro_Interview is 0>>
<<link "I'll admit it, I'm curious. Show me the interview." "MERCANOID Intro Interview">><</link>> <br>
<</if>>
<</nobr>><<nobr>>
<<set $MS_Intro to 3>>
<span style="color:#E5CEF3">"Is it just me, or is the pod shaking?"</span> Mio remarks with a frown, glancing to her left and right, then placing a hand against the hull to her right. It's a fairly pointless exercise because the moment she does so the entire pod lurches violently, opening a few of the locker doors around her!
<br><br>
<span style="color:#E5CEF3">"Arh!-- B4B3!?"</span> Mio cries at a volume just shy of a yell, her voice bouncing around her and fighting to be heard over the rattling of metal from all around, the hull creaking and groaning from stress and heat. Before B4B3 can respond, Mio puts the pieces together - they're repositioning for the final approach to her objective.
<br><br>
<span style="color:#D891EB">"Just a bit of turbulence, Mio. But we're picking up an automated signal... patching it through now."</span> B4B3 replies, then goes silent again. Presumably, she's working with 32 to run final checks on the Pod's approach path. Grumbling as the shaking subsides, Mio frowns as she listens to the insipid, chirpy yet corporate voice chiming in through tinny speakers.
<br><br>
<span style="color:#f2e5d8">"--eat until such time as it is no longer required. Thank you! Message repeats. Welcome to the TentaCo Research Outpost on Vi-16! We thank you for your interest in our facility. However, we are presently unable to provide tours or honour any arranged meetings due to an unscheduled rapid release of research subjects. As such, this facility is currently undergoing a period of exclusive, limited access to all but selected visitors and personnel. If this has inconvenienced you, please do not hesitate to contact one of our representatives, who will be happy to reschedule or cancel your appointments. Those not on the current whitelist will be turned away at the shuttle bay, so kindly turn back now if you do not meet these requirements. This message shall repeat until such time as it is no longer required. Thank you! Message repeats. Welcome..."</span>
<br><br>
Mio grimaces. That was an awful lot of time and words to say 'this facility is under quarantine'.
<br><br>
<<if $MS_Intro_Briefing is 0>>
<<link "... Maybe I shouldn't have saved that briefing to last. Hit me with it, B4B3." "MERCANOID Intro Briefing">><</link>> <br>
<</if>>
<<if $MS_Intro_Calibration is 0>>
<<link "Joy. Hopefully, we still have time to finish the calibrations..." "MERCANOID Intro Calibration">><</link>> <br>
<</if>>
<<if $MS_Intro_Interview is 0>>
<<link "Well, that's concerning. Think we have enough time to squeeze that interview recording in?" "MERCANOID Intro Interview">><</link>> <br>
<</if>>
<</nobr>><<nobr>>
The pod begins to tremble again, but Mio doesn't voice any concerns this time. She can feel gravity increasing little by little, pulling at her feet as the pod begins its final descent into the TentaCo facility below. The temperature of the pod's interior begins to warm up, but that's nothing compared to what's going on outside as the pod's breaching drill begins to grind and spin, ready to lance through the hull of an atmospherically-sealed installation.
<br><br>
It's a messy process. A violent and physical one, too.
<br><br>
Mio plants her hands on either side of what could very well be her coffin - failures are rare, but not unheard of - and braces herself. There's only so much she can do, of course. And certain parts of her aren't quite as... stable, as they once were - a sensation she finds alien and unwelcome.
<br><br>
<span style="color:#D891EB">"... Wow, those things are jiggling up a storm, Mio."</span>
<br><br>
<span style="color:#E5CEF3">"<i>Yes,</i> thank you B4B3, <i>I noticed.</i>"</span>
<br><br>
<span style="color:#D891EB">"... I'm just sayin' is all, it's kinda hypnotic--"</span>
<br><br>
<span style="color:#E5CEF3">"B4B3? Are you driving the pod, or are you staring at the diagnostics readout of my fucking tits?"</span>
<br><br>
<span style="color:#D891EB">"Hey! I can do bo-- BRACE! BRACE! THREE, TWO, ON--"</span>
<br><br>
Mio grinds her teeth harshly and ducks down in her seat, arms shaking with exertion as the pod violently bucks in all directions at once, following a strange clockwise juddering as the drill slams into the facility roof and just keeps on sinking down, slowing rapidly to a halt. As the metal creaks and pings around her from its sudden and shocking buildup of heat, Mio slowly removes her hands from the hull and exhales, placing her hands in her lap.
<br><br>
<span style="color:#E5CEF3">"I hate that part so much... B4B3, open the door, please. Let's see this armoury and get this over with."</span> Mio requests. A mental 'aff' nod from B4B3 follows, and the pod's door begins to open from the top down, creating a ramp for her to descend from her slightly elevated position. Stark, white lighting, tiled flooring... shelves... cleaning supplies? A bucket and mop--
<br><br>
Mio blinks. She plants a hand on the edge of the open door right as it <b>-clanks-</b> into place beneath her, blinking in bewilderment. She looks up at the hole in the ceiling - multiple layers of failsafe hull layers now plugged up with sealing foam jettisoned by the pod during the breach, maintaining atmospheric integrity. Then her eyes slowly trail down to the sign above the sole exit to the north...
<br><br>
<b>STORAGE MODULE.</b>
<br><br>
<<linkreplace "B4B3, this isn't the Armoury, is it?">>
<span style="color:#E5CEF3">"B4B3, this isn't the Armoury, is it?"</span> Mio asks, planting her free hand on her face and resting it there for a moment. B4B3 is silent for an awfully long time.
<br><br>
<span style="color:#D891EB">"... No... I swear, I followed the schematics to the letter! Hang on, let me scan and-- oooOOOOOOOORGH. The floor plan the support crew uploaded is a total mismatch! We're lucky we landed inside the facility at all!"</span> B4B3 replies with a frustrated wail, causing Mio to jerk her head slightly and mentally reduce her volume some more. She sighs... and then, without a further complaint, she turns around and checks her gear.
<br><br>
'Zipper'-type Arm Cannon? She slots the thick end over her arm and takes a tight hold of the internal grip, watching the barrels telescope slightly as the weapon activates in her grasp. Check.
<br><br>
Freqblade, tuned just the way she likes it? Stowed on her hip. Check.
<br><br>
Breaching Jacket... intact. No flaming hull breaches this time, for a change. Not really needed now, but all the same - Check.
<br><br>
Impact Vest, check. Shorts, check. Head, check. Patience, joy, sense of belonging... all absent. Ah well, can't win 'em all.
<br><br>
<span style="color:#E5CEF3">"Directions, B4B3?"</span> Mio asks, trying to keep her tone somewhat upbeat for the benefit of her 'younger' companion. B4B3 sighs a little, but tries to revert to her usual infectious optimism.
<br><br>
<span style="color:#D891EB">"Right, right! Ok -- Engineering should be, according to the correct map... north out this door, north again, big door on the right - to the east - down a corridor. Then follow the signs. But we oughta stop off at the Armoury first, which we have the codes for! That's north out this door again, but left into Security. We're not far, thankfully."</span>
<br><br>
<span style="color:#E5CEF3">"Well alright then. M10, commencing mission."</span>
<br><br>
<<link "Time to get to work." "Storage Module 3-1">><<set $Quest_Operation_Rosebud_Stage to 1>><<set $MS_Armoury_Quest to 1>><<set $MS_Intro to 4>><</link>>
<</linkreplace>><</nobr>><<nobr>>
<<if $attribute_answer is "Strength">>
<<set $Player_strength to $Player_strength + 1>>
<<elseif $attribute_answer is "Agility">>
<<set $Player_agility to $Player_agility + 1>>
<<elseif $attribute_answer is "Wits">>
<<set $Player_wits to $Player_wits + 1>>
<<elseif $attribute_answer is "Toughness">>
<<set $Player_toughness to $Player_toughness + 1>>
<</if>>
<<if $skill_answer is "Lift">>
<<set $Player_skill_lift to $Player_skill_lift + 1>>
<<elseif $skill_answer is "Athletics">>
<<set $Player_skill_athletics to $Player_skill_athletics + 1>>
<<elseif $skill_answer is "Survival">>
<<set $Player_skill_survival to $Player_skill_survival + 1>>
<<elseif $skill_answer is "Sleight">>
<<set $Player_skill_sleight to $Player_skill_sleight + 1>>
<<elseif $skill_answer is "Acrobatics">>
<<set $Player_skill_acrobatics to $Player_skill_acrobatics + 1>>
<<elseif $skill_answer is "Perform">>
<<set $Player_skill_perform to $Player_skill_perform + 1>>
<<elseif $skill_answer is "Science">>
<<set $Player_skill_science to $Player_skill_science + 1>>
<<elseif $skill_answer is "Diplomacy">>
<<set $Player_skill_diplomacy to $Player_skill_diplomacy + 1>>
<<elseif $skill_answer is "Handiwork">>
<<set $Player_skill_handiwork to $Player_skill_handiwork + 1>>
<</if>>
<<include "Stat Updater">>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</nobr>><<nobr>>
<div align='center' style='font-size: 300%;color:#E5CEF3;'>
[img[$splash]]
</div>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Quest_Operation_Rosebud_Stage to 0>>
<<set $MS_Armoury_Quest to 0>>
<<set $MS_Intro to 0>>
<<set $MS_Intro_Briefing to 0>>
<<set $MS_Intro_Calibration to 0>>
<<set $MS_Intro_Interview to 0>>
<<include "Marker Cleanup">>
<<set $map to $icon_marker_blank_24>>
<<set $map_player_marker to $icon_marker_blank_24>>
[img[$Save_Icon]] -- <<link "Load Game">><<script>>UI.saves()<</script>><</link>>
<br>
[img[$Fullscreen_Icon]] -- <<link "Fullscreen">><<script>>Fullscreen.toggle();<</script>><</link>> - <b>NEWGROUNDS PLAYERS! Fullscreen is recommended! Or play the Itch.io version.</b>
<br><br>
<<type 0ms>>DISCLAIMER! Read this.
<br><br>
<b>This is an unapologetically adult, 18+ game, with adult, 18+ themes and content. If you are below the age of 18 (or, if differing, the legal age to consume adult content within your region), do not play this game. Furthermore, all content within is fantastical indulgence and does not represent real-world condoning of covered scenarios and behaviours. Finally, any resemblance to real-world figures or events is strictly coincidental.</b>
<br><br>
This game is available from...
<br>
[[Itch.io|https://pyksies.itch.io/mercanoid]]
[[Newgrounds|https://www.newgrounds.com/portal/view/893641]]
<br><br>
If you downloaded it from elsewhere, please be aware that it may not be legitimate, and I hold no responsibility for issues you may face - up to and including tampering with the game's content and security.
<br><br>
<<linkreplace "I understand and wish to continue.">><hrt><hr></hrt>
Welcome to <span style="color:#E5CEF3"><b>MERCANOID</b>,</span> a game created by Pyksies. I hope you enjoy it. <b>If you got your copy of this game from any source other than Itch.io or Newgrounds, then it was not from me! Please be aware.</b>
<br><br>
This game contains a broad range of 18+ sexual content, but some kinks are harder than others. Filters exist for the following pieces of content: <b>Consensuality-play, Mind-Control, Soft Vore (non-lethal), </b> as well as filters for <b>Male, Female and Monstrous Partners.</b> These filters can be set to Allow, Warn, or Disable. Disable will automatically skip content containing these themes, whereas Warn will redirect you to a click-to-reveal spoilered synopsis of the scene, allowing you to decide for yourself to view it or not.
<br><br>
The game also contains accessibility functions in text size and (non-dialogue) text colour, as well as dividers that can be shifted in opacity and colour.
<br><br>
<<link "If you would like to make use of these filters or settings, click here.">><<dialog>><<include Options>><</dialog>><</link>> These settings can be changed later under the 'SET' button on the right bar.
<br><br>
To keep up to date with new content and games of mine, join my development [[Discord. (Invitation link)|https://discord.gg/Paa7qp6KmK]] Additionally, I can be found on [[Itch.io,|https://pyksies.itch.io/]] [[Twitter|https://twitter.com/pyksies]] and [[Newgrounds.|https://pyksies.newgrounds.com/]]
<br><br>
As a final disclaimer, all content, characters and concepts within are my own creations <b>with the exception of</b> the character 'Blankenship', who belongs to Art Witch Studios from their game Love Sucks. [[(Studio Discord. (Invitation link))|https://discord.gg/vQctXr8bBV]] [[(Studio Twitter)|https://twitter.com/ArtWitchStudios]] [[(Love Sucks on Steam)|http://store.steampowered.com/app/1577420//]] [[(Love Sucks on Itch.io)|https://artwitch.itch.io/love-sucks-night-one]]
<br><br>
Once you are comfortable and ready to begin, click either link below. If it is your first time through, I heavily recommend watching the Intro. Have fun! ♥
<br><br>
<<link "Start the intro." "MERCANOID Intro 1">><</link>>
<br><br>
<<link "Skip the intro." "MERCANOID Intro Calibration">><<set $MS_Intro to 4>><</link>><</linkreplace>><</type>>
<</nobr>><<nobr>>
<<if $Inventory_c_slots_filled gte 30>>
<<set $Inventory_c_full to 1>>
<<else>>
<<set $Inventory_c_full to 0>>
<<if $C_Pickup is 1>>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled + 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position === 1>>
<<set $I_C_1 to $I_C_Temp>>
<<set $I_C_1_D to $I_C_D_Temp>>
<<set $I_C_1_T to $I_C_T_Temp>>
<<set $I_C_1_S to $I_C_1_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_1_S>>
<<set $I_C_P to 1>>
<<elseif $Consumable_Update_Position === 2>>
<<set $I_C_2 to $I_C_Temp>>
<<set $I_C_2_D to $I_C_D_Temp>>
<<set $I_C_2_T to $I_C_T_Temp>>
<<set $I_C_2_S to $I_C_2_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_2_S>>
<<set $I_C_P to 2>>
<<elseif $Consumable_Update_Position === 3>>
<<set $I_C_3 to $I_C_Temp>>
<<set $I_C_3_D to $I_C_D_Temp>>
<<set $I_C_3_T to $I_C_T_Temp>>
<<set $I_C_3_S to $I_C_3_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_3_S>>
<<set $I_C_P to 3>>
<<elseif $Consumable_Update_Position === 4>>
<<set $I_C_4 to $I_C_Temp>>
<<set $I_C_4_D to $I_C_D_Temp>>
<<set $I_C_4_T to $I_C_T_Temp>>
<<set $I_C_4_S to $I_C_4_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_4_S>>
<<set $I_C_P to 4>>
<<elseif $Consumable_Update_Position === 5>>
<<set $I_C_5 to $I_C_Temp>>
<<set $I_C_5_D to $I_C_D_Temp>>
<<set $I_C_5_T to $I_C_T_Temp>>
<<set $I_C_5_S to $I_C_5_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_5_S>>
<<set $I_C_P to 5>>
<<elseif $Consumable_Update_Position === 6>>
<<set $I_C_6 to $I_C_Temp>>
<<set $I_C_6_D to $I_C_D_Temp>>
<<set $I_C_6_T to $I_C_T_Temp>>
<<set $I_C_6_S to $I_C_6_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_6_S>>
<<set $I_C_P to 6>>
<<elseif $Consumable_Update_Position === 7>>
<<set $I_C_7 to $I_C_Temp>>
<<set $I_C_7_D to $I_C_D_Temp>>
<<set $I_C_7_T to $I_C_T_Temp>>
<<set $I_C_7_S to $I_C_7_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_7_S>>
<<set $I_C_P to 7>>
<<elseif $Consumable_Update_Position === 8>>
<<set $I_C_8 to $I_C_Temp>>
<<set $I_C_8_D to $I_C_D_Temp>>
<<set $I_C_8_T to $I_C_T_Temp>>
<<set $I_C_8_S to $I_C_8_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_8_S>>
<<set $I_C_P to 8>>
<<elseif $Consumable_Update_Position === 9>>
<<set $I_C_9 to $I_C_Temp>>
<<set $I_C_9_D to $I_C_D_Temp>>
<<set $I_C_9_T to $I_C_T_Temp>>
<<set $I_C_9_S to $I_C_9_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_9_S>>
<<set $I_C_P to 9>>
<<elseif $Consumable_Update_Position === 10>>
<<set $I_C_10 to $I_C_Temp>>
<<set $I_C_10_D to $I_C_D_Temp>>
<<set $I_C_10_T to $I_C_T_Temp>>
<<set $I_C_10_S to $I_C_10_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_10_S>>
<<set $I_C_P to 10>>
<<elseif $Consumable_Update_Position === 11>>
<<set $I_C_11 to $I_C_Temp>>
<<set $I_C_11_D to $I_C_D_Temp>>
<<set $I_C_11_T to $I_C_T_Temp>>
<<set $I_C_11_S to $I_C_11_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_11_S>>
<<set $I_C_P to 11>>
<<elseif $Consumable_Update_Position === 12>>
<<set $I_C_12 to $I_C_Temp>>
<<set $I_C_12_D to $I_C_D_Temp>>
<<set $I_C_12_T to $I_C_T_Temp>>
<<set $I_C_12_S to $I_C_12_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_12_S>>
<<set $I_C_P to 12>>
<<elseif $Consumable_Update_Position === 13>>
<<set $I_C_13 to $I_C_Temp>>
<<set $I_C_13_D to $I_C_D_Temp>>
<<set $I_C_13_T to $I_C_T_Temp>>
<<set $I_C_13_S to $I_C_13_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_13_S>>
<<set $I_C_P to 13>>
<<elseif $Consumable_Update_Position === 14>>
<<set $I_C_14 to $I_C_Temp>>
<<set $I_C_14_D to $I_C_D_Temp>>
<<set $I_C_14_T to $I_C_T_Temp>>
<<set $I_C_14_S to $I_C_14_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_14_S>>
<<set $I_C_P to 14>>
<<elseif $Consumable_Update_Position === 15>>
<<set $I_C_15 to $I_C_Temp>>
<<set $I_C_15_D to $I_C_D_Temp>>
<<set $I_C_15_T to $I_C_T_Temp>>
<<set $I_C_15_S to $I_C_15_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_15_S>>
<<set $I_C_P to 15>>
<<elseif $Consumable_Update_Position === 16>>
<<set $I_C_16 to $I_C_Temp>>
<<set $I_C_16_D to $I_C_D_Temp>>
<<set $I_C_16_T to $I_C_T_Temp>>
<<set $I_C_16_S to $I_C_16_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_16_S>>
<<set $I_C_P to 16>>
<<elseif $Consumable_Update_Position === 17>>
<<set $I_C_17 to $I_C_Temp>>
<<set $I_C_17_D to $I_C_D_Temp>>
<<set $I_C_17_T to $I_C_T_Temp>>
<<set $I_C_17_S to $I_C_17_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_17_S>>
<<set $I_C_P to 17>>
<<elseif $Consumable_Update_Position === 18>>
<<set $I_C_18 to $I_C_Temp>>
<<set $I_C_18_D to $I_C_D_Temp>>
<<set $I_C_18_T to $I_C_T_Temp>>
<<set $I_C_18_S to $I_C_18_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_18_S>>
<<set $I_C_P to 18>>
<<elseif $Consumable_Update_Position === 19>>
<<set $I_C_19 to $I_C_Temp>>
<<set $I_C_19_D to $I_C_D_Temp>>
<<set $I_C_19_T to $I_C_T_Temp>>
<<set $I_C_19_S to $I_C_19_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_19_S>>
<<set $I_C_P to 19>>
<<elseif $Consumable_Update_Position === 20>>
<<set $I_C_20 to $I_C_Temp>>
<<set $I_C_20_D to $I_C_D_Temp>>
<<set $I_C_20_T to $I_C_T_Temp>>
<<set $I_C_20_S to $I_C_20_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_20_S>>
<<set $I_C_P to 20>>
<<elseif $Consumable_Update_Position === 21>>
<<set $I_C_21 to $I_C_Temp>>
<<set $I_C_21_D to $I_C_D_Temp>>
<<set $I_C_21_T to $I_C_T_Temp>>
<<set $I_C_21_S to $I_C_21_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_21_S>>
<<set $I_C_P to 21>>
<<elseif $Consumable_Update_Position === 22>>
<<set $I_C_22 to $I_C_Temp>>
<<set $I_C_22_D to $I_C_D_Temp>>
<<set $I_C_22_T to $I_C_T_Temp>>
<<set $I_C_22_S to $I_C_22_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_22_S>>
<<set $I_C_P to 22>>
<<elseif $Consumable_Update_Position === 23>>
<<set $I_C_23 to $I_C_Temp>>
<<set $I_C_23_D to $I_C_D_Temp>>
<<set $I_C_23_T to $I_C_T_Temp>>
<<set $I_C_23_S to $I_C_23_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_23_S>>
<<set $I_C_P to 23>>
<<elseif $Consumable_Update_Position === 24>>
<<set $I_C_24 to $I_C_Temp>>
<<set $I_C_24_D to $I_C_D_Temp>>
<<set $I_C_24_T to $I_C_T_Temp>>
<<set $I_C_24_S to $I_C_24_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_24_S>>
<<set $I_C_P to 24>>
<<elseif $Consumable_Update_Position === 25>>
<<set $I_C_25 to $I_C_Temp>>
<<set $I_C_25_D to $I_C_D_Temp>>
<<set $I_C_25_T to $I_C_T_Temp>>
<<set $I_C_25_S to $I_C_25_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_25_S>>
<<set $I_C_P to 25>>
<<elseif $Consumable_Update_Position === 26>>
<<set $I_C_26 to $I_C_Temp>>
<<set $I_C_26_D to $I_C_D_Temp>>
<<set $I_C_26_T to $I_C_T_Temp>>
<<set $I_C_26_S to $I_C_26_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_26_S>>
<<set $I_C_P to 26>>
<<elseif $Consumable_Update_Position === 27>>
<<set $I_C_27 to $I_C_Temp>>
<<set $I_C_27_D to $I_C_D_Temp>>
<<set $I_C_27_T to $I_C_T_Temp>>
<<set $I_C_27_S to $I_C_27_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_27_S>>
<<set $I_C_P to 27>>
<<elseif $Consumable_Update_Position === 28>>
<<set $I_C_28 to $I_C_Temp>>
<<set $I_C_28_D to $I_C_D_Temp>>
<<set $I_C_28_T to $I_C_T_Temp>>
<<set $I_C_28_S to $I_C_28_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_28_S>>
<<set $I_C_P to 28>>
<<elseif $Consumable_Update_Position === 29>>
<<set $I_C_29 to $I_C_Temp>>
<<set $I_C_29_D to $I_C_D_Temp>>
<<set $I_C_29_T to $I_C_T_Temp>>
<<set $I_C_29_S to $I_C_29_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_29_S>>
<<set $I_C_P to 29>>
<<elseif $Consumable_Update_Position === 30>>
<<set $I_C_30 to $I_C_Temp>>
<<set $I_C_30_D to $I_C_D_Temp>>
<<set $I_C_30_T to $I_C_T_Temp>>
<<set $I_C_30_S to $I_C_30_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_30_S>>
<<set $I_C_P to 30>>
<</if>>
<<set $inventory_pane to "consumables">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</nobr>><<nobr>>
<<set $Isolde_Quest to 2>>
<<include "Isolde's Package Pickup">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $map_9_marker to $icon_marker_blank_24>>
Mio throws the wardrobe doors open wide, and then her eyes follow suit. For a temporary hotel-stay residence, Isolde has a <i>lot</i> of clothes. Only a few of them seem to be for actual use out and about, too... the majority of them are pretty clearly meant for, ah, titilation. <i>Wow, that's a lot of shiny leather.</i>
<br><br>
Ahem. Mio stops staring at someone else's wardrobe like a pervert and instead casts her eyes downwards to the bottom shelf where, sure enough, a slim brown package is sat. She picks it up - it's light - and notes that whatever is contained within, it jingles softly as the contents shift. Hmm...
<b>Obtained Isolde's Package.</b>
<<link "Continue." "Habitat A-2 1-1">><</link>>
<</nobr>>[img[$Isolde_Package_Icon]]
Isolde's Package
A featureless, non-descript brown box. It's fairly light, but it jingles a little whenever Mio shakes it. Not that she's intentionally shaking someone else's box, that would be weird.
She should bring this back to Isolde.
<<nobr>><div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'><<link "Move Left">>
<<set $I_K_Move to $Isolde_Package_Position>>
<<include "Inventory Key Item Move Left">>
<<set $Isolde_Package_Position to $I_K_Move>>
<</link>> || <<link "Move Right">>
<<set $I_K_Move to $Isolde_Package_Position>>
<<include "Inventory Key Item Move Right">>
<<set $Isolde_Package_Position to $I_K_Move>>
<</link>></div><</nobr>><<nobr>>
<<set $I_K_Temp to $Isolde_Package_Icon>>
<<set $I_K_D_Temp to "Isolde's Package">>
<<set $I_K_T_Temp to "Isolde's Package">>
<<include "Pickup Key Item">>
<<if $Inventory_k_full is 1>>
<<dialog>>$Player_alias cannot carry any more key items!<</dialog>>
<<else>>
<<set $Isolde_Package_Position to $I_K_P>>
<<set $Isolde_Package_Location to "Player">>
<</if>>
<</nobr>><<nobr>>
<b>Note: modify weapons through their respective item windows.</b>
<<if $game_name is "MERCANOID">>
<<include "Crafting MERCANOID">>
<</if>>
<br>
<<link "Back." $Crafting_Location>><</link>>
<</nobr>>
[img[$EXAMPLE_Icon]] -- <b>EXAMPLE</b> -- An EXAMPLE, which does EXAMPLE things.
<<link "More info">>
<<dialog>>
Expanded information on this EXAMPLE.
<</dialog>>
<</link>>
<br>
Requirements:
1 / $Player_crafting_bio Bio,
1 / $Player_crafting_bits Bits,
1 / $Player_crafting_chems Chems,
1 / $Player_crafting_herbs Herbs,
1 / $Player_crafting_mats Mats,
1 / $Player_crafting_meds Meds,
1 / $Player_crafting_tek Tek...
and 1 / $Player_skill_handiwork_actual Handiwork skill.
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 1 and $Player_crafting_herbs gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_meds gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Craft an EXAMPLE." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 1>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<include "EXAMPLE Pickup">>
<<dialog>>
$Player_alias crafts an EXAMPLE.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 1 or $Player_crafting_chems < 1 or $Player_crafting_herbs < 1 or $Player_crafting_mats < 1 or $Player_crafting_meds < 1 or $Player_crafting_tek < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br><<nobr>>
<br>
------------------------ WEAPONS ------------------------
<br>
<<if ndef $Portable_Hull_Cleanser_Location>>
[img[$Portable_Hull_Cleanser_Icon]] -- <b>Portable Hull Cleanser</b> -- A chemical-throwing main weapon.
<<link "More info">>
<<dialog>>
<span id="item-screen">[img[$Portable_Hull_Cleanser_Icon]]
Unitek <b>Portable Hull Cleanser</b>
<br><br>
<b>Damage range:</b> 2d4 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>2<<else>>0<</if>> || <b>Acc</b> + 2 || <b>Def</b> + <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>1<<else>>0<</if>> || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Chemical Thrower || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Acid || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>Long<<else>>None<</if>> || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>(Pressure Delimiter)<<else>><s>(Pressure Delimiter)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>(Spray Shield)<<else>><s>(Spray Shield)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>(Long-range Nozzle)<<else>><s>(Long-range Nozzle)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Cryoshot</b> - Perform a base-tier Ice attack which may cause freezing. 35 Flow.<br>
<b>Flamethrower</b> - A Base-tier Fire attack that may cause Burning. 30 Flow.<br>
<b>Soft Sludge</b> - A base-tier Acid attack that may lower armour. 40 Flow.<br>
<b>Tank Swap</b> - A free action to change the weapon's Element (until unequipped or changed again). 10 Flow.<br>
<br><br>
The Portable Hull Cleanser is a varied weapon which can fire a number of different elemental shots, giving it high utility. It is a somewhat difficult weapon to use, but a powerful one.
<</dialog>>
<</link>>
<br>
Requirements:
4 Bio (have $Player_crafting_bio),
2 Bits (have $Player_crafting_bits),
6 Chems (have $Player_crafting_chems),
5 Mats (have $Player_crafting_mats),
2 Meds (have $Player_crafting_meds),
3 Tek (have $Player_crafting_tek)...
and 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 4 and $Player_crafting_bits gte 2 and $Player_crafting_chems gte 6 and $Player_crafting_mats gte 6 and $Player_crafting_meds gte 2 and $Player_crafting_tek gte 3 and $Player_skill_handiwork_actual gte 4>>
<<link "Craft a Portable Hull Cleanser." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 4>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 6>>
<<set $Player_crafting_mats to $Player_crafting_mats - 5>>
<<set $Player_crafting_meds to $Player_crafting_meds - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 3>>
<<include "Portable Hull Cleanser Pickup">>
<<dialog>>
$Player_alias lays out the pieces for assembling the bulky, barrel-like weapon. It's a fairly lengthy process, especially once the pressurizing process comes into play; but by the end of it, the strange weapon is complete.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 4 or $Player_crafting_bits < 2 or $Player_crafting_chems < 6 or $Player_crafting_mats < 6 or $Player_crafting_meds < 2 or $Player_crafting_tek < 3>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</if>>
<<if ndef $Cybuckler_Location>>
[img[$Cybuckler_Icon]] -- <b>Cybuckler</b> -- A simple, passively defensive subweapon.
<<link "More info">>
<<dialog>>
<span id="item-screen">[img[$Cybuckler_Icon]]
MERCANOID <b>Cybuckler</b>
<br><br>
<b>Damage range:</b> 1d3 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 1 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Shield || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Blunt || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Attacks:</b> Bash ||
<br><br>
A shield, designed to be mounted on mechanical hardpoints of exosuit-armour or mechanical limbs. It doesn't offer much in the way of offence, but provides a simple boost to one's defences.
<</dialog>>
<</link>>
<br>
Requirements:
3 Bits (have $Player_crafting_bits),
7 Mats (have $Player_crafting_mats)...
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 7 and $Player_skill_handiwork_actual gte 2>>
<<link "Craft a Cybuckler." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 7>>
<<include "Cybuckler Pickup">>
<<dialog>>
$Player_alias bangs out a Cybuckler. It's got a few minor fiddly bits for the mounting solution, but it's mostly just getting the slab of metal into proper deflective shapes without compromising it. Success!
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 7>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</if>>
------------------------ ITEMS ------------------------
<br>
[img[$Smart_Bandage_Icon]] -- <b>Smart Bandage</b> -- A healing item. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A Smart Bandage is a nanotech first-aid solution that repairs damage both external and internal via direct application, knitting wounds and even repairing stuctural damage of artificial limbs. When used, it heals 20% of Max HP, + 4% extra per point of Wits, up to 20% extra.
<</dialog>>
<</link>>
<br>
Requirements:
2 Bio (have $Player_crafting_bio),
1 Herbs (have $Player_crafting_herbs),
3 Meds (have $Player_crafting_meds)...
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 2 and $Player_crafting_herbs gte 1 and $Player_crafting_meds gte 3 and $Player_skill_handiwork_actual gte 2>>
<<link "Craft a Smart Bandage." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 2>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 3>>
<<include "Smart Bandage Pickup">>
<<dialog>>
$Player_alias puts together a Smart Bandage, bundling it up and leaving it to one side, ready to be used.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 2 or $Player_crafting_herbs < 1 or $Player_crafting_meds < 3>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Sober_Strobe_Icon]] -- <b>Sober Strobe</b> -- A focus-restoring item. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A Sober Strobe is a one-use slim-profile device, discrete and easily portable. When deployed, the flash it emits erases amorous thoughts from the user's mind. When used, it heals 20% of Max Focus, + 4% extra per point of Wits, up to 20% extra.
<</dialog>>
<</link>>
<br>
Requirements:
2 Bits (have $Player_crafting_bits),
2 Mats (have $Player_crafting_mats),
2 Tek (have $Player_crafting_tek)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft a Sober Strobe." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<include "Sober Strobe Pickup">>
<<dialog>>
$Player_alias assembles a Sober Strobe device, clicking the lid shut on it to prime it.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Glow_Shard_Icon]] -- <b>Glow Shard</b> -- A glow-restoring sliver of crystal. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A sliver of purple crystal, somewhat brittle but not overly fragile. When shattered or crushed, the Glow contained within is released in a burst. Restores $Player_Heal Glow. (30% Max Glow, + 4% per Wits up to 20%)
<</dialog>>
<</link>>
<br>
Requirements:
5 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_chems gte 5 and $Player_crafting_mats gte 3 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft a Glow Shard." "Crafting">>
<<set $Player_crafting_chems to $Player_crafting_chems - 5>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<include "Glow Shard Pickup">>
<<dialog>>
$Player_alias sets up the tools required to flash-grow herself a crystal of appropriate hardness, mostly accomplishing this through a big pot and a <i>lot</i> of chemicals.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_chems < 5 or $Player_crafting_mats < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Acid_Grenade_Icon]] -- <b>Acid Grenade</b> -- An improvised throwable bomb that deals Acid damage. Combat-use only.
<<link "More info">>
<<dialog>>
While this may deceptively resemble a soda can with an impact-detonator rigged to it, that's only because it is. Deals acid-aspected damage to a foe in combat, base damage 2d4+1, scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
1 Bio (have $Player_crafting_bio),
2 Bits (have $Player_crafting_bits),
3 Chems (have $Player_crafting_chems),
1 Mats (have $Player_crafting_mats),
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 3 and $Player_crafting_mats gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Craft an Acid Grenade." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<include "Acid Grenade Pickup">>
<<dialog>>
$Player_alias crafts an Acid Grenade. It's a fairly simple process... so long as one doesn't spill anything.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 2 or $Player_crafting_chems < 3 or $Player_crafting_mats < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Energized_Throwing_Knife_Icon]] -- <b>Energized Throwing Knife</b> -- a one-use knife that deals piercing <i>or</i> elec. Combat-use only.
<<link "More info">>
<<dialog>>
A throwing knife with a keen edge, enhanced further through an energizing function. Deals elec-aspected damage <b>or</b> piercing-aspected damage to a foe in combat, base damage 2d4, scaling off of Agility (<span class="agile">'Agile'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
2 Bits (have $Player_crafting_bits),
2 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats),
1 Tek (have $Player_crafting_tek)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_chems gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft an Energized Throwing Knife." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<include "Energized Throwing Knife Pickup">>
<<dialog>>
$Player_alias assembles an Energized Throwing Knife; smith the blade, build the housing, apply the burn-layer of chemical conductive gel... perfect.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_chems < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Unstable_Power_Core_Icon]] -- <b>Unstable Power Core</b> -- A radiation-inflicting combat-use only item.
<<link "More info">>
<<dialog>>
A power core with an intentionally compromised casing. While it does not leak radiation, it <i>is</i> susceptible to explosion reactions if violently knocked, or thrown. Deals radiation to a foe in combat, base damage 3d4, partially ignoring armour and scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
3 Bits (have $Player_crafting_bits),
3 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats),
2 Tek (have $Player_crafting_tek)...
and 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_chems gte 3 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 4>>
<<link "Craft an Unstable Power Core." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_chems to $Player_crafting_chems - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<include "Unstable Power Core Pickup">>
<<dialog>>
$Player_alias sets about the delicate task of creating and priming a usable, viable Power Core... and then the even more delicate task of deliberately compromising its protective casing in just the right way so that it doesn't explode her, but <i>will</i> explode something else, later.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_chems < 3 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</nobr>><<nobr>>
<<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>
<<include "Slime Chasm Encounter">>
<<set $Player_surrender = 0>>
<<if $Scene_Slime_Chasm is 0>>
<<set $Scene_Slime_Chasm to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<</if>>
<br><br>
<<if $Player_focus lte 0 or $Bad is 1>>
<<linkreplace "Continue">><<include "Slime Chasm Bad End">><<set $Bad_End to 1>><</linkreplace>>
<<else>>
<<linkreplace "Continue">><<include "Slime Chasm Lifeline">>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<</if>>
<br><br><</nobr>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio manages to hold on!</b>
With her new handhold, Mio is just about able to drag herself up further! She twists slightly as she pushes more power into that arm from the other, letting it take the majority of the strain. Just as she begins to get warnings flashed into her mind as a result, she quickly swaps to the other hand and repeats the process, allowing her spent arm to rest for a moment as she crawls on her trim stomach, her hips cresting the edge of the chasm.
The slime below rebels, of course. Its grip on her leg tightens, but its ability to pull diminishes the more Mio stretches it, beginning to thin in places, to lose definition and thus strength. Mio rolls onto her back, reasoning that a twist of the taffy-like substance might further compromise its form and function: a gamble that pays off. With her hand wedged into the hole she made earlier, she now distributes power into her free leg, planting her boot on the edge of the gulf and heaving with a grimace. The sensation of that slime-hewn arm losing its comprehension around her leg is simply bizarre, even if only through the 'dumber' sensors of her hard-case limb. When it finally proves too much for the pool of slop, the arm simply ceases to 'be': it becomes unanimated, limp and lifeless, drawn too far away from the seething cauldron of misplaced cores. Mio grunts as she shakes her leg, a heavy blob now hanging from her ankle like drips off a showerhead - it takes a few good kicks for it to dislodge entirely, <i>slapping</i> back down onto the taut surface of slime below, swiftly reabsorbed.
With a grumble, Mio stands up and tries to clean herself off as best she can, relieved to see no damage on her leg.
<<nobr>><<if $MS_Annex_Acrobatics is 0 or ndef $MS_Annex_Acrobatics>>
<<set $MS_Annex_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<br><br>
<</if>><</nobr>>Mio takes a tentative, careful step towards the edge of the chasm, placing her foot upon a stable-looking tile with a grimace. The purple hive-slime bubbles away down there, its surface about 6 feet below the chasm's lip.
In other words, falling down there would be a disaster. Mio attempts a scan, her eyes flashing, but it's impossible to say just how deep the slime goes past a couple of feet, her sensors incapable of penetrating any further through its mire. She steps back from the edge and sets her gaze ahead to the other side, taking a few more steps away before she's satisfied with her run-up.
Sink low, bend knee, and... take off! Mio breaks into a sprint, aiming to hit a sturdy-looking tile at the lip of the gouge to leap from. This should be--
She's so focused on that tile, she doesn't notice the damaged one a step before it. It dislodges under Mio's synthetic weight upon it, throwing her wildly off balance! Mio gasps, her momentum too great to halt now - she has no choice but to leap, sailing over the chasm... but not nearly as far as she needed to.
With a grunt and a -CLANK-, she lands torso-first against the rim. It's fortunate that the slime has melted the twisted support struts into useless, blunted metal - it softens her impact somewhat - but that makes what they might do to her all the more worrying! Mio banishes the thought and pulls up with her arms, feet scrabbling for purchase... until that ability is taken from her by a solid yet slimy grip about her right calf!
<span style="color:#E5CEF3">"Huh?!-"</span> she splutters, fingers scrabbling at the tiles before her as that grip becomes a harsh tug, costing her around an inch of her hold. Mio's eyes widen as she glances down - only to wish that she hadn't. That living, roiling pool of slime formed a mere tendril to grab at her leg, but now that it has a hold? It's thickening at the bast, swelling and growing in size and thus in strength, sculpting itself into the proper form of a gigantic arm. It's almost akin to an artist observing a model and learning from it - albeit at frightening speed. It imitates what it can of her... but only so that it can claim <i>more.</i>
As the pressure grows, Mio grunts and shunts power into her arms, strengthening herself to regain some lost ground with a heave of her arms. The gigantic slime-hewn arm flexes in turn, straining against her body in an effort to pull her back down, pressure warnings beginning to flicker in amber across the Android's vision. She can now feel each sculpted finger of what was once a formless lump of gel upon her calf... each squeezing with growing force. It's clear that if she doesn't pull herself up and beyond its reach now, it will only get stronger and outpace her; and that's assuming it doesn't add more grappling arms and tentacles to the mix!
That's not all, unfortunately. It doesn't take a genius - nor a computer - to figure out that the stuff is terribly toxic as an aphrodisiac, and whilst it can't affect Mio's hard-case leg, it <i>can compromise</i> her soft-case systems. When she feels a thin but determined layer beginning to creep out from the fist around her leg, the Synthetic grits her teeth and heaves harder, careful not to overstrain her biomechanical musculature - that will spell her doom just as readily as total inaction will! It's a tug of war, and she's the rope from the waist down.
Not only does that spreading layer give the mass of slime further grip and pull upon her body, but, as it reaches the connection port of her leg!... Mio shudders. The effect is fairly instant the moment it slips past her $Player_outfit_bottom to slather against her pale synthskin - though it's a mere raindrop compared to the flood down below.
As her fingers slip upon the tiles, Mio decides upon a potentially bold move: she straightens her fingers together flat, creating a chopping 'blade' with her hand. As the slime gives a particularly harsh yank on her leg - enough to make those pressure warnings briefly flash red! - she lances her hand into the tiles before her, creating a proper handhold for her to grip onto and heave, heave, heave!!
<span style="color:#F33898"><b>Lost 15 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 15, 0, $Player_focus_max)>><</if>><<if $Player_focus lte 0>><<set $Bad to 1>><<else>><<set $Bad to 0>><</if>><<nobr>>
<<set $fantasize to 1>>
<<include "Slime Chasm Encounter">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Slime Chasm Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Slime Chasm Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<include "Combat Activate Combat Mode">><span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Gel Pet">><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><</if>>Her grip can only hold out for so long. Her advance out of the pit is halted, a slow but steady imbalance becoming a stalemate, and then a stalemate becoming a mounting victory for the slime. Mio's arms tense and shudder as she holds on as tight as she can, but when the end comes, it comes swiftly. The layer of poisonous slime reaches enough of her torso to really sink in, but when it slithers across her thighs and against her groin, the sudden shock of pleasurable toxins applied to such a sensitive area makes her body spasm.
Makes her arms jolt.
Makes her fingers twitch, and her grip open.
Mio disappears down into the pit in a single second flat, but despite her weight and velocity, she isn't fully submerged. She slams down into the surface of the bubbling gloop, which grows thicker and more gel-like the further down it goes. As a result, rather than sinking like a stone, Mio is <i>merely</i> stuck up to her hips for a moment before she practically bounces back out!
Unfortunately, any dreams of springing back up to the chasm's lip are foolish. Mio gets about two feet during her brief airtime, then smacks back down upon the roiling tide, which reacts to her presence immediately. Even as the higher concentrations of poison seep against her back - and wherever it's landed upon her front in pearled splashes from her earlier impact - Mio gasps as the slime grapples her body at every angle possible. Hands of various designs grasp around her limbs and tentacles of different shapes dance around her body, neck and head.
<span style="color:#E5CEF3">"Get-- ouuhff!!"</span> she slurs when a rudimentary pair of fingers hewn from gel slip up across her cheek, over her lips, and hook past them. Any further protests are reduced to increasingly high-pitched whines as the Android's systems are overwhelmed, the slime around her growing thick, glistening bubbles that pop with bursts of purple smog as it explores her body and learns from it.
Through her mounting haze of poison-induced lust, Mio does note - with some degree of thanks - that her hard-case limbs aren't being melted down into useless slag. A hazy glance down around her reveals a number of dark spheres bobbing in the deeper recesses of the pit... cores. Dozens of them. With this many combined, the surging mass of Glob probably has enough computing power to recognize what makes her - well, her. That the metal attached to her is her, and shouldn't be harmed.
Not when it could be learned from, too.
Mio gags around the sickly-sweet taste on her tongue from the fingers pinching it, then arches her back with a loud, bewildered cry when a hand - this time far better defined - punches out from the surface of the slime to curl down around her chest, squashing one breast beneath its arm and tightly gripping the other, squashing it, warming it, soaking it in aphrodisiac as it begins to gyrate in a steady massage. While the Glob-flood is sparing her limbs, it's smart enough to differentiate them from her clothing, her $Player_outfit_top beginning to smoke with wisps of pink as it dissolves away beneath the groping grasp. It's but the first taste of what the surge has to offer her, as more rough-hewn shapes begin to take form in all directions, surrounding her with uncontained eagerness.
After all, it's tough being an entity created to fuck when you're stuck in a pit with nothing to fuck. Speaking of... <b>-SPLAP-.</b> <span style="color:#E5CEF3">"HYIINH~--"</span>
The heavy, heady noise of a massive blob of Glob rising up between Mio's half-spread legs and slapping down between them, coating her up to her belly above and thighs below, prodding incessantly at her nethers with fervent desire and intent. As her $Player_outfit_bottom all but disintegrates in moments, Mio tosses her head back to what little degree she's allowed to when a surge of slime rockets inside of her, thin at first. Exploratory, perhaps... before it thickens, tries new shapes, new sizes, interrogates her limits and her preferences, each thrust a new experience layered atop her baseline of 'losing her fucking mind to aphrodisiac'. Within the same span of time, the slime bubbles to the left of her head and rises, taking on a vaguely humanoid form before it slims down into a more refined look. Masculine? Perhaps - the chest is flat - but the body is lithe, skinny, and feminine... save for the <b>pillar</b> between its legs. With a terribly convincing organic -twitch-, that heavy gel-hewn slab springs into the air and slaps down upon Mio's lips, making the poor Droid crosseyed for a moment before she refocuses on the slime construction's head. A rough imitation of hair, not unlike her own... and a fringe that shadows the face, frees the amalgamated Glob of having to properly render it. Not at this stage, not this early in development. Why refine it this early, when it needs to thoroughly test 'does this entity get off to having its face fucked by androgynous partners'? A test it eagerly proceeds with by shuffling its hips back, dragging the thick, stiff but springy length across Mio's lips... and then plunging inside of them, aided by the fingers still hooking her cheek before they finally let go to make room, sliding instead across her throat to test if she enjoys a little pressure there - feeling the bulge that swells from beneath as the Android takes that dick to the hilt in a single thrust, her eyes wide and unfocused and delirious.
But undeniably blissful.
As the shapeless mass of slime humps away at her groin with growing force, enough to rock her back and forth upon her waterbed of goo, the figure at her face is joined by another - first a direct mirror, then a far more feminine redesign. A swelling of the chest into an impressive rack, a widening of the hips, overall taking on a 'MILF'ish figure that performs well in its task of soothing Mio, helping her ride over the absurd peaks the Glob amalgamate forces upon her - lying along her side, spooning against her, babbling incoherent but soothing 'coos' into her aural sensors as the until-now phantom hand around her throat joins to this new figure, massaging her neck as she deepthroats that dick like a champion. Another arm hooks under her leg, and a growing pressure mounts at her backdoor... her eyes crossing inwards sharply as her final bastion is invaded, spread wide. She's given scant seconds to adjust before the pounding begins, increasingly solid gel smacking against her body in every direction as yet more testing shapes take form around her.
A single Glob is meant to learn what makes its partner tick in the limited time it has to 'live'. To learn how best to make them feel good, to make them feel better than they could ever imagine: and ultimately, to make them buy another TentaCan once their legs stop shaking.
With this many cores, this much shared intelligence, no cap upon its lifespan save for that imposed by the incoming Cleaners... and with such a sturdy partner? This amalgamate has much to learn, and so much more to offer. To see if she enjoys swallowing, or spitting - a test underway as the androgynous facefucker quivers out a warbled, alien cry and begins to unload its heavy balls down her throat, pulsing against her chin as her neck is soothed by the dominating figure behind her. Does she enjoy the feeling of heavy, warming tits squashed against her back, practically engulfing her? Or would she prefer a sturdy, masculine chest, flat like a wall boxing her in? The slime frantically fucking her pussy has yet to decide on a form, but the night is young - and she's reciprocating it regardless of its indecision, a muffled cry roaring from the Android as she cums, and cums hard. So many variables remain undecided, but one thing is certain.
It will never let her go until she stops loving it. A feedback loop of hedonistic pleasure, etched on her face, imprinted in every gurgled cry of bliss, her troubles melting away just like a customer of TentaCo's should.
<b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span>Reload a save, or restart.<<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><<nobr>>
<br><br>
<<set $Shop_Stack to 1>>
<<link "One">>
<<set $Shop_Stack to 1>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<<link "<-">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $Stack_Origin)>>
<<if $Shop_Stack is 0>><<set $Shop_Stack to 1>><</if>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<span id="stack-replace"><<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>></span>
<<link "->">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $Stack_Origin)>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<<link "All">>
<<set $Shop_Stack to $Stack_Origin>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<<set $Player_scrapping_bio to 0>>
<<set $Player_scrapping_bits to 0>>
<<set $Player_scrapping_chems to 0>>
<<set $Player_scrapping_herbs to 0>>
<<set $Player_scrapping_mats to 0>>
<<set $Player_scrapping_meds to 0>>
<<set $Player_scrapping_tek to 0>>
<</nobr>><<nobr>>
<<set $Player_scrapping_bio_stat to $Player_scrapping_bio>>
<<set $Player_scrapping_bits_stat to $Player_scrapping_bits>>
<<set $Player_scrapping_chems_stat to $Player_scrapping_chems>>
<<set $Player_scrapping_herbs_stat to $Player_scrapping_herbs>>
<<set $Player_scrapping_mats_stat to $Player_scrapping_mats>>
<<set $Player_scrapping_meds_stat to $Player_scrapping_meds>>
<<set $Player_scrapping_tek_stat to $Player_scrapping_tek>>
<</nobr>><<nobr>>
<br><br>
<<set $Shop_Stack to 1>>
<<link "One">>
<<set $Shop_Stack to 1>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<<link "<-">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $Stack_Origin)>>
<<if $Shop_Stack is 0>><<set $Shop_Stack to 1>><</if>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<span id="stack-replace"><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.</span>
<<link "->">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $Stack_Origin)>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<<link "All">>
<<set $Shop_Stack to $Stack_Origin>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<</nobr>><b>} Backtracking... incident record at 00:00:00, estimated time of incident: (Error).</b>
From the single camera up in the corner of the room, a scene of chaos unfolds through the ferns. The facility Hydroponics lab is a small, improvised space, considered cramped at the best of times. These are far from the best of times.
<b>-SLAM!- -WHAM!- -BRAM!-</b>
<span style="color:#ffccb3">"Holy crap holy crap, he REALLY wants to get in!!"</span> squeaks Mitzy, her voice a far higher pitch than usual as her legs scrabble for purchase on the tiles below, her back and spread arms pressed firmly against the door to the Lab: unlike most of the doors in the facility, this one opens inwards in a traditional manner, rather than sinking into the floor. Mitzy ducks as the misshapen mass of flesh that can barely be called an 'arm' swipes for her, overestimating her height: it slaps against the door a good foot above her round, radar-dish ears. Still, the sound of it so heavy, so close!... it makes her thin tail whip up by her side in panic. It's a helpless feeling that's banished entirely when Cassia rises up above her, the far larger Flori drowning the Mouse in her imposing shadow. To anyone else, the sight of Cassia rising up like a serpent, clad as she is from the legs down in her mighty floral base, blocking out the mighty, buzzing lamps above and casting her own face into harsh shadow save for the fearsome glare of her yellow eyes...
... Well, it would probably stop their heart. It just makes Mitzy's beat faster, but this isn't the time for that. Not with something <b>loose,</b> something <b>trying to beat its way</b> inside their little sanctuary. As Cassia recovers from the aimless slap that hand dealt her mere moments ago and adds her considerable weight to the door's defence, Mitzy shuts her eyes tight and grunts through clenched teeth, determined to share the burden. She imagines the plants that line the walls cheering them on, and with a mighty heave!...
<span style="color:#ff9999">"HAH! Begone with you, brute!"</span> Cassia barks as Mitzy flails, her feet skidding as the door suddenly lurches shut behind her. A pained grunt from the brutish tentacle Monster on the other side of the door confirms the Mouse's envisioned breakdown of events: it had pulled its arm back, gotten its fat, sausage-like fingers caught, and yanked them back, allowing the door to shut. Cassia, however, was not confident in this security: the grimace on her face easily says that much. It worries Mitzy, and it's not hard to figure out why.
For as long as the plucky Technician has known the floral beauty, she's never once looked angry. Concerned at times, yes. Even sad, once or twice, when new strains of flora fail to take root. But the furrow in her brow looks... well-trodden, even though Mitzy's never seen it before. Shaking her head, she vows to worry about it later.
<b>-BAM!- -RAM!- -SLAM!-</b>
<span style="color:#ffccb3">"Miss Cassy! Tell me what ya need me to do!"</span> she yells out, attempting a reassuring smile as Cassia glances down at her. It's not very convincing, but it's the thought that counts. The Flori, towering by comparison, looks away for a moment in thought. A plan is calculated, risks weighed... benefits determined. Wordlessly, a vine rises from her flowerbed, where her legs merge together at the calves into the stamen of her wonderous petals. Mitzy grimaces slightly: far from the usual beauty of her colleague's vines, this one is... distended, thick at the end, sluggish. A bead of amber-toned gel gathers and wobbles at the tip, and suddenly Mitzy understands! Sap! Produced in great quantity, but weighing that usually prehensile vine down, interfering with its motor functions.
Like a fireman grappling a hose, Mitzy springs off from the door, ducks under the wavering vine, and slugs it upon her shoulder. She marches to the door with a grunt - this thing is heavy! - and guides the tip to the doorframe, understanding Cassia's intent in a heartbeat. Seal the door, glue it shut... and let that big bully hammer away uselessly until he gets bored. Whatever's going on out there, it won't affect their Lab! Mitzy's brow furrows in imitation of Cassia's own, her massive ears twitching at the audible 'gloop' of that sap flowing in bulging surges. She needs to stand on her tiptoes to get it up halfway along the door, but by that point, it's already drying at the bottom - it gives Cassia the confidence to take over with one hand, lessening the pressure she's placing on their barricade, aware of Mitzy resuming her place with her back pressed firmly - but lightly, in all honesty - against it.
<span style="color:#ff9999">"... Done. Done... Hah... honestly, Technician Mitzy. 'Miss Cassy'? What's the point in referring to me by a title, only to give me some sort of pet name right afterwards?..."</span> the Flori huffs, her spent vine gingerly retreating back down into her flowerbed as she leans back with a soft whisper of a sigh, her labcoat hanging raggedly off of her, stained with purple muck. Mitzy, by comparison, is far better off: the only stains on her overalls are mechanical in nature, picked up long, long ago. She pants, catching her breath as the hammering punches of the frustrated monster behind the door begin to slow, and then stop entirely.
Surrounded by verdant green, Cassia's mighty flower blooms in fearsome punch-pink. Her legs are a somewhat subdued yellow that, from the knees upwards, gradient into a similar but darker shade of that reddish pink, maintaining its tone from her hips up to her head, whereupon her flower-dotted hair runs a dark, cherry red. The landlocked Flori leans back in her flower, purplish lips pursed to one side, piercing yellow eyes narrowed in thought. 'Blessed with the fertility of the forest' would be one way of describing the Flori, clad in nothing but that buttoned lab coat.
'Thicker than a pear' is how Mitzy inwardly thought of her, the tails of that coat hugging snugly against the plant woman's hips and straining a beleaguered button at her bountiful chest. Skirting regulations? Certainly: but it's damnably hot in the Hydroponics lab, and it's not as if the higher-ups really give much of a shit what goes on in here.
Mitzy makes a cautious glance at the door behind her, then finally peels herself off it - stepping neatly around a puddle of thankfully inanimate purple slime on the ground before her. Her tail, bald and tapered to a point, wraps neatly around her hips as she wipes sweat from her brow, which had accumulated greatly even before the Monster's attempted aggressive entry! Mitzy always gets hot in here, and yet, the moment Cassia needs a hand... even for the flimsiest of excuses, Mitzy comes running.
The Mouse smiles at that thought. It's a simple smile, a dreamy look for a girl who would be the first to describe herself as such: simple. Freckles dotted upon rounded cheeks, bright blue eyes half-hidden behind sandy blonde hair cut in a 'whatever' sort of way. Short as hell, with a build that screams 'tomboy': a somewhat understated chest, with decent hips honed by physical activity and a butt she proudly thinks of as 'cute', just below the base of her animated tail. All in a pleasant tan, darker on her face and limbs, selectively lighter around her hips and chest - tanlines. She slips one of the straps of her overalls off of one shoulder and steps closer to her superior, that smile turning into a concerned frown as she looks her over beneath the glare of the life-bringing light above.
... There, on her cheek. A purple mark, a similar tone to her lips, but... wrong. A bruise? No... Vari, Invari and Flori alike: none of them bruise easily. Mitzy glances back to the slime by the door, then to Cassia once again, noting the rather heavy rise and fall of that coat-straining bust, and the slight huff in each breath: imperceptible, perhaps, to anyone who doesn't have ears the size of dinner plates.
<span style="color:#ff9999">"I'm fine."</span> Cassia suddenly announces, snapping Mitzy out of her staring! The Mouse's gaze snaps up to meet Cassia's own, heavy with worry. Mitzy frowns, shifts her weight onto one hip, and crosses her arms with a raised brow.
<span style="color:#ffccb3">"Ahuh?... I didn't say you weren't, ma'am."</span> Mitzy clucks her tongue, and to her surprise, Cassia actually winces: it isn't like her to get caught out! Emboldened, Mitzy forges ahead, planting her hands on the edge of the meaty petals of Cassia's flower: she knows how sturdy they are, despite their delicate-looking beauty. They support the smaller woman's weight with ease. <span style="color:#ffccb3">"Buuuut now that ya mention it, you, uh, got somethin' on your face. Or... in your face. Be honest, Cassy-- uh, Cassia!... did any of that slime hit you? You know that stuff's loaded with--"</span>
<span style="color:#ff9999">"Aphrodisiac."</span> Cassia grumbles, cutting her colleague off with a rather dismissive huff. <span style="color:#ff9999">"Really now, Mitzy! As if a little dab of that stuff could affect me..."</span> she huff, her lilting accent a little thicker than usual: a decent sign that she's putting too much thought into her excuses. <span style="color:#ff9999">"I'm Flori. Our bodies work differently. Poisons don't-"</span>
<span style="color:#ffccb3">"Uuuunless they're magic. Which, uh, I think that big fucker is."</span> Mitzy jerks a thumb over her shoulder towards the door. Cassia blinks, wide-eyed, then clears her throat - a hand curled politely in front of her lips.
<span style="color:#ff9999">"... Unless they're magic, yes, I concede. But I-- I can control myself <i>quite</i> fine, thank you for your concern!"</span> the Flori huffs, twisting in her flowerbed and turning away from a bewildered Mitzy. The Mouse stammers silently for a moment, trying to figure out where she went wrong... and then she grumbles in frustration, slinging her hands into the pockets of her overalls with a grumpy glare at Cassia's stupid fat wonderful ass-- ugh! Stop it, brain! Mitzy turns on her heels with a little huff of her own, which lasts for all of two seconds before she whips right back around, her tail unfurling from her waist and spiralling around her with the spin.
<span style="color:#ffccb3">"Ok, nah! You've been super frosty lately, even <i>without</i> a major outbreak incident to worry about! Well like it or not, you're stuck with me in this room until help arrives - o-or until something bigger or smarter breaks the door down, I guess - so, uh... shit, where was I going with-- ah! S-so you might as well spit it out! Did I say something wrong? Did I do something dumb? Did I mess up with the pruning or the temperature adjustments for row C?!"</span> Mitzy demands to know, feeling herself deflate as she finally releases this barrage of concern that's been building in her for days now. To make matters worse, Cassia turns further away yet still, arms hugging herself tightly as her flowerbed begins to curl and close! Mitzy yelps, feet scrabbling for purchase against thin air before she manages to shove her weight down, stopping Cassia from retreating into herself. <span style="color:#ffccb3">"No fair!! I deserve to know, Mis-- ugh, CASSY! Yeah, I'm gunna keep saying it! And for the <b>record</b>, I'm worried about you being hurt, not 'not being able to control yourself'! Jus-- wah!!-"</span>
Mitzy is shaken like a ragdoll as Cassia trembles her petals in an effort to dislodge the pesky Mouse, but the Vari girl holds on for dear life, huffing and grunting and clinging until--
<span style="color:#ff9999">"I don't want to <b>HURT YOU</b>, you <b>IDIOT!</b>"</span> Cassia suddenly turns and snarls, Mitzy's startled gaze filled with Cassia's glaring face - not to mention the strange, slightly jagged teeth behind her beautiful visage, perhaps a holdover from carnivorous ancestors in her lineage. Mitzy leans back with a gulp!... but refuses to let go of the petals, even suspended off of the ground as she is. Cassia blinks, then seems to shrink at this defiance. Confusion grows across her face, and a strange light burns in her golden eyes. Mitzy tilts her head, staring back into them. Fear? Anger? Lust? No, something deeper than lust...
Mitzy's sapphire eyes sparkle. Fuck it: she suddenly lunges forwards into a spring, releasing Cassia's petals and planting her hands on the far taller woman's shoulders instead - practically a hug for the Mouse, arms outstretched! - so that she can plant her lips upon Cassia's own.
Cassia splutters in shock, but lasts all of a split second before her arms shoot up to catch Mitzy before she can fall into her flowerbed... holding her close as the Mouse's probing tongue is swiftly overwhelmed by the Flori's far larger one. It coils tightly around it like a predatory snake, but the squeal Mitzy makes into Cassia's mouth is anything but frightened... and that spurs Cassia on further still, her hands roaming around and into Mitzy's overalls, her head twisting, their lips forming a perfect seal as two years of friendly workplace relations finally bubble over.
And all it took was a little localized apocalypse.
But even with such fierce-burning fuel behind it, the kiss must end eventually. When it does, however, Mitzy finds herself held tight still; only barely able to pull away by arching her back deliriously. With her cheeks burning crimson and her body held tight by the vice grip of Cassia's arms, Mitzy gives an almost drunken giggle... but it trails off when she beholds her friend's face from up close: eyes shadowed behind her fringe, her breath hot and sweet in long, lurid panting heaves.
<span style="color:#ff9999">"Mitzy..."</span> she all but whispers, her grip tightening further still, earning a gasp from the Mouse. <span style="color:#ff9999">"I told you... I don't want to hurt you... but..."</span> she hisses, that predatory gleam shining through strangely dulled eyes. It's terrifying and enticing all at once, Mitzy left staring in wide-eyed awe. <span style="color:#ff9999">"With you in my arms, and... this <i>shit</i> fogging my head, I... I'm not going to be able to control myself-- hhhh... f-for much longer..."</span> Cassia shudders, squeezing Mitzy so tight that the Mouse feels something -pop-. The Flori squirms slightly, the need so blatant in her every motion. The strength, the danger she poses. And yet...
<span style="color:#ffccb3">"Well... maybe I don't want you to worry about controlling yourself."</span> Mitzy bites her lower lip as she admits that. From behind her fridge, Cassia's eyes gleam, her mind made up in an instant... and then her petals shudder as they shut halfway, trapping Mitzy inside her flower with her - and with her vines, rising up around the trapped and shivering Mouse like a dozen snakes. Make that... dozens.
Mitzy's seen them before, of course. Used a hundred times a day for all sorts of different functions, the mobility-challenged Flori can reach entire rooms away to retrieve what she needs - sometimes with a post-it note affixed to one to instruct and a flat, leaf-like tip to carry items in the other. Used to water the plants, handle tools, to do anything just as dextrously as the hands dug so firmly into her back. But now? They crowd around her with but one purpose in mind...
A Mouse, caught in a Pitcher.
But those vines don't get to land the first blow. Instead, Cassia's possessive double-armed grip finally ceases... but only so that her clawed hands can <b>-smack-</b> down upon Mitzy's rear through her overalls, squeezing tight and earning a shocked yet delighted squeal from the girl. A second sound, this time more shocked and overwhelmed sounds out from her when Cassia drags her claws through the rough-hewn fabric and <i>pulls</i>, easily tearing clean through it to expose the Mouse's tan-lined pert rear! But only through those overalls. It spares the girl's sleek black underwear... allowing Cassia to hook a finger through it and tug, ever so slightly, as she peers past Mitzy's mess of hair and gazes at it. Mitzy's eyes widen as she recovers from that thrilling rush of violence against her clothes and begins to stammer, having forgotten what she was wearing today--
<span style="color:#ff9999">"A thong? Is that a <i>thong?</i>"</span> Cassia growls out a delirious chuckle, pulling it tighter until the thinning fabric disappears between the girl's freckled rear cheeks. Mitzy squeaks and nods, blinking rapidly as she squirms in her friend and superior's grip. <span style="color:#ff9999">"Mitzy... you wear a <i>thong</i> under your overalls, to work? Nnngh... what, were you fantasizing about seducing me in here or something?"</span> Cassia demands with a knowing smirk - and then twists her hand, bunching the undergarment tightly, yanking it up and causing Mitzy to squeal out with wide eyes and an honest heart.
<span style="color:#ffccb3">"I-I-I-- yeah, YEAH! OK! I ADMIT IT!!"</span> she yells out, only to choke out a gasp when Cassia's lips grace her neck and kiss and suck and nibble as she repeatedly yanks the girl up by her hips from that grip on her thong until it begins to tear.
<span style="color:#ff9999">"You fucking <i>idiot,</i> that's so-- Ngh, CUTE!"</span> Cassia snarls out approvingly, her long tongue slathering up the light love bite upon Mitzy's neck before she locks the smaller woman in another domineering kiss... yanking that thong entirely clean off and tossing it aside, the vines finally closing in to wrap and coil and restrain the Mouse. Some thick, some thin, some flowering and sweet smelling, most bald and ridged, all diving under her work clothes and ripping them to shreds without leaving even the slightest graze upon her well-exercised body. As Cassia occupies her attention and silences her mouth, Mitzy is entangled, wrapped up, decorated like a shibari pet... ankles to asscheeks, arms behind her back, vines tied and knotted around her body tight enough to indent her skin in places where she has the cushion for it. But the final touch is a whip-thin vine covered in wildflowers that dance around her tail from base to tip, completely dominating it, decorating it... marking her as Cassia's toy.
<b>-SMACK-.</b> Far harder than last time, hands clap upon the girl's freckled ass and fingers sink in, pull apart - expose her winking backdoor, her glistening slight, make her eyes shoot wide and glance over her shoulder, shuddering as Cassia's tongue grazes the entrance to her throat and makes her stifle a gag.
<span style="color:#ff9999">"Oh, Mitzy... I can't hold back any longer... p-please don't hate me after this..."</span> Cassia whispers as strands of saliva link their lips. Mitzy frowns, then startles the Flori by knocking their heads together, forehead to forehead - it hurt a little, but it was worth it to get her attention.
<span style="color:#ffccb3">"I've waited for this since the day I MET YOU! C-c'mon already!!"</span> Mitzy huffs. Cassia's eyes almost water... but then she smiles warmly, closes her eyes... and then opens them again with a sly smile.
<span style="color:#ff9999">"Be careful what you wish for, little Mouse."</span> she chuckles... and then relishes in the shocked, perverse look on Mitzy's face as she completely fails to notice the thick, tapered vine that was poised at her ass finally making its mark. It's quick, yes, but she knows Mitzy is tough - and the vine is slick with a well-exuded oil. Holding onto her friend tightly, Cassia 'coos' and 'ahs' in tune with Mitzy's choked grunts, lovingly and mockingly in equal measure as that vine just keeps on slipping deeper, deeper... and then finally stops, the girl's ass stretched taut around its thick length and the endless ridges buried deep inside her. Lost for words - and perhaps for space for air in her lungs! - Mitzy just lets out a quiet, bewildered groan, tinged with a gleeful trill. Just when it seems like she might find her voice again, might speak once more... Cassia effortlessly withdraws her vine, gripping that cute ass tightly around the red prints of those earlier spanks. Mitzy's eyes cross inwards adorably as whatever she was about to say is reduced to a warbled grunt, any recovery rendered impossible when that vibe pushes back inside immediately.
<span style="color:#ffccb3">"Cuh--Cassy!!--"</span> Mitzy eventually manages to babble, only for her eyes to practically sparkle wide when Cassia silences her with a finger upon her lips.
<span style="color:#ff9999">"Now, now... what did I tell you about that nickname? And besides. Right now, that should be <i>Mistress</i> Cassy."</span> the Flori interjects with a sly smile, then gasps as Mitzy shivers - nay, convulses! - in her grasp. It's obvious what it was, even without the companionship of the girl's high-pitched whine. <span style="color:#ff9999">"Did you seriously just cum from that? <i>We've only just started, you know... </i> What was it, hmm? The 'Mistress' comment? Or are you that much of a closet buttslut?~"</span> she taunts lovingly, Mitzy squirming and twitching but finally finding the strength to speak.
<span style="color:#ffccb3">"I-I think-- I-It might b-buh-- be-- a buh-bit oh buh-both!!"</span> she barely manages to admit with an eye-crossing, breath-taking huff when Cassia purposefully cuts her off by sending that thick vine a little further in.
<span style="color:#ff9999">"Good, good... I'm going to learn every last one of your weaknesses, Mitzy. All the better to <i>destroy</i> you with, again, and again... and again. "</span> Cassia sighs, directing twinned vines with soft, plush petals to wrap around the Mouse's chest, dancing around and between either breast and lacing together like a harness... a living one, massaging and squeezing constantly. Mitzy squirms more, but at the same time, less - her desire to do so heightened, her ability to do so diminished. She gives Cassia another wide-eyed stare of awe, and it makes the Flori's heart just about melt. <span style="color:#ff9999">"Looking at me like that just makes me want to take things further, you know..."</span>
<span style="color:#ffccb3">"I-- hhhn, I said I can take it a-and I stand by that!"</span> the Mouse insists, even with her ability to stand robbed of her by the bondage those vines inflict upon her. Cassia's smile widens just enough to reveal her fangs - intentionally letting Mitzy get a good look at them for intimidation - before she slips in for a kiss, dragging Mitzy into it with a hand firmly clasped around her jawline... other digging and kneading into her marked asscheek as a trio of smaller vines slither their way up the Vari's legs towards her till-now neglected but achingly ready pussy. The squeal Mitzy makes against Cassia's lips when they make their presence known by slipping inside of her is like a heavenly choir to the Flori, who giggles demurely into their passionate kiss. It is a demurity in stark contrast to the frenzied manner in which her vines now move - both those fucking the quivering Mouse, and those gripping and coiling around her hard enough to mark and mar her skin. Not severely, of course. But enough to make it clear where she's been...
And who, for the moment, she <i>belongs</i> to.
The time for playful talk has long since passed. Cassia refuses to let even a single intelligible word pass from Mitzy's lips, through a combination of occupying them and from drowning her in rough, raunchy pleasure. Not even her tail is spared bondage; the flowering vine around it decorates as much as it inhibits, catching each wild twitch and lurch and fighting against it in some bizarre wrestling dominance. That little purple stain upon Cassia's verdant cheek is almost shaped like a heart to the Mouse's lidded eyes, but that might just be Mitzy's well-fucked brain reverting to basic pattern recognition in place of any actual sentient intelligence.
Despite what she's saying, Cassia is careful. Her actions are thoughtful - despite how frenzied they may seem from the waist down. Structured to make Mitzy <i>question</i> if she's in any real danger without outright convincing her of it. Each delightful noise she makes is like an antidote to the aphrodisiac besieging the Flori, keeping her level-headed. The Mouse certainly reacted well to a little spank, so...
Sure enough, when a vine <b>-CRACKS-</b> down upon her backside - the noise far more intimidating than the actual force of impact from the padded, plump tendril - her squeal is simply to die for... as is the way she tightens around Cassia's invading vines. No, she doesn't feel the more typical sensation of pleasure from them - that would take some very specific cultivating! - but she's getting plenty of enjoyment from <i>Mitzy's</i> enjoyment.
More than enough.
As the Mouse reaches another thunderous climax, body convulsing so sharply that her floral bondage likely keeps her from accidental injury, Cassia just chuckles in their kiss and releases her friend's backside with one hand, snapping her fingers. Mitzy squeals out in delight as the Flori's massive flower that surrounds them completely snaps shut, insulating them from the outbreak entirely...
It'll be a wonder if the Cleaners can coax them out of there, once they arrive.
<b>} Record ends. Personnel 'Researcher Cassia' and 'Engineer Mitzy' status: Isolated.</b> <<if ndef $Scene_Cassia>><i>(This scene can be revisited in the Fantasize menu.)</i><</if>><<set $scenes_characters to $scenes_characters + 1>><<set $Scene_Cassia to 1>><<nobr>>
<<set $fantasize to 1>>
<<include "Bonus Scene Cassia">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Blankenship Clip 1">>
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<<include "Blankenship Clip 2">>
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<<include "Blankenship Clip 3">>
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<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Leash Scene">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Iziria Quest2">>
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<<include "Bed Fantasize Finisher">>
<</nobr>> text-shadow:
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<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Drikk.
</div>
<hrt><hr></hrt>
The Drikk are a combo deal TentaCan product, each being little more than a prodigious dick affixed to a small but strong multi-legged body with a gripping tail. The Drikk can be enjoyed one at a time, gleefully humping whatever hole is offered, or they can be taken as a squad - at the user's own behest and accepted risk, that is. They may be small, but these fast blighters should not be underestimated: the honour of every 'little guy who takes one bullet to kill but there's like 50 of them every fight' archetype Monster rests heavily upon their horny shoulders.
<<include "Codex Return">><</nobr>>The door grinds open, and Mio steps through into the Engineering Annex. Just a leisurely stroll south to the Observation Deck, a press of a button, and it'll all be over.
She makes it a full four steps before the screaming warnings she's been ignoring ever since she shunted her safety limits finally come true. A shower of sparks erupts from Mio's shoulders, knees and finer finger joints, energy violently crackles from her horn, and with an almost pained snarl, the Synthetic falls to an armoured knee, vents opening along her spine and the backs of her shoulders to vent excess heat.
Something slithers from the Checkpoint to the west. Several somethings.
Too many somethings.
<span style="color:#E5CEF3">"Just... a little more..."</span> Mio grunts, attempting to rise to her feet. She makes it halfway before her joints groan in protest, and she falls again, now onto both knees. But, realizing her arms are willing to cooperate... she reaches down, hooks fingers into the catwalk grid beneath her, and pulls herself forwards, inch by inch, into the stairwell of the Observation Deck, leaving behind a shimmering haze of heat that her pursuers can follow like a map.
Dragging herself up the stairs is an undignified ordeal, but as that slithering draws all the closer, Mio considers it to be the preferable option. More emotions burn within her, her system too tired to quell them. Shame, at the possibility of coming this far and failing at the final hurdle... she ascends a step. Spite, the draconic face of Ziajol leering down at this ridiculous body's chest - his 'cost saving' measure. Another step. <<if $MERCASAVED < 6>>Guilt. Dizz's friendly smile and manner, her request barely fulfilled. Another faltering step, forehead resting on the next one for a moment.<<else>>Pride. Ziajol's face gives way to the relieved looks of the people she's helped today, beyond her mission: her choice to do so. Another step, and another.<</if>>
Mio's trembling hand grips the landing of the Deck, and she grunts as she pulls herself and her uselessly trailing legs up onto the floor fully, wasting no time in grappling for a handhold upon the control panels that now surround her. Smooth. Smooth, smooth, smooth-- ah! A maintenance hatch. Just barely indented enough for Mio to work her fingers into an edge, hauling herself up to an uneasy 'stand', supported by her straining arms on the console rather than her venting legs. Her reflection stares back at her, superimposed in the window against the dead surface of Vi-16... and against the writhing mass of tentacles now surging through the doorway below, much to her wide-eyed shock.
Mio grits her teeth and looks down, eyes flitting, iris tightening and widening with erratic zooms, searching for the damn launch key!-- Ah! She goes to slam her fist down upon the button!...
And misses, her legs swept out from under her as the tentacles coil around her armour plating and <i>yank.</i> Mio swears loudly as she grabs onto the console, holding on as best she can but horribly aware of the mounting strength of the tentacular mass as more and more tendrils latch onto her, crawling further up her body!
<span style="color:#E5CEF3">"Come on!... just a... little more!..."</span> Mio growls in frustration, damaged fingers on one hand beginning to quiver and creak. She's within arm's reach, for fuck's sake! She didn't come this far to fail now! Could it be that this is revenge for going out of her way to pull people from the Hive's grasp? Damn it, damn it!... Just when it seems all but inevitable that she'll be dragged howling back down the stairs, Mio allows despair to etch itself upon her face--
<span style="color:#FF923D">"That's enough!"</span> demands a familiar voice. Mio's eyes widen as the tentacles suddenly stop pulling, lowering her into an awkward lean against the console as she turns to look over her shoulder. There, she beholds Mimi hovering just above the stairwell, arms outstretched, a loof of intense concentration burrowed onto her forehead past her fringe, eyes scrunched half-shut. <span style="color:#FF923D">"Hit... the button already! They're super riled up!!"</span> Mimi hisses, and Mio shakes herself from her stupor with a nod, turning and smacking her palm down upon the button.
With a subtle shudder through the walls and floor, the Sled accelerates in the blink of an eye and erupts from the launch bay, a silver sliver streaking through the black abyss above. It punches clean through the atmospheric shielding, which repairs itself in a fraction of a second. A fraction of a second is all it takes for Mimi to sigh in relief and release her hypnotic hold on the Hive, which darts in to grab them both!
But Mio's earlier look of horror is now smoothed over with a dreamy, relieved smile. Even as her arms are coiled tightly behind her back, even as her legs are forcibly cooled by tentacle slime drenching them - even sizzling in the joints - and even as her neck is possessively wrapped by a ribbon-flat tentacle, as though to collar her, claim her...
An empty victory for the tentacles. Not like Mio's. The Sled is away, and her mission is complete. The only reason to hold back her emotions now is the presence of Mimi, who gasps and squirms as she's equally bundled up tight. No need but her presence for Mio to keep her processing power diluted, compromised... Hmm. But why? Embarrassment? Perhaps. Even so, her mind works far faster than a mere organic lifeform's ever could, and she cycles through several emotions.
Disgust at the sensation of the tendrils grabbing her? Mm... no. Too forced. Truth be told, she doesn't really mind the slippery slime, warm as it is, especially given how easily it can be cleaned from her body - be it flawless synthskin or hard-case alloys. Besides, the tentacles cannot help what they are any more than she can.
Hollow sadness, at what she is, at what she'll continue to be? A fighting machine, never allowed to be more than that. <i>Pah. Never? Says who?</i>
A dozen more emotions, so barely explored by the blossoming intelligence, come and go before she settles on one she very much enjoys.
Mio's usually stony face splits into a wide grin, triumph etched upon every inch of her face even as she and Mimi are sucked into the shambling mass, purple and coral disappearing into purple and purple, venting Glow smothered into darkness by writhing flesh.
<<link "Power draw exceeding limits. Forced shutdown. Auto reboot in..." "MERCANOID Good Ending 3">><</link>>The door grinds open, and Mio steps through into the Engineering Annex. Just a leisurely stroll south to the Observation Deck, a press of a button, and it'll all be over.
She makes it a full four steps before the screaming warnings she's been ignoring ever since she shunted her safety limits finally come true. A shower of sparks erupts from Mio's shoulders, knees and finer finger joints, energy violently crackles from her horn, and with an almost pained snarl, the Synthetic falls to an armoured knee, vents opening along her spine and the backs of her shoulders to vent excess heat.
Something slithers from the Checkpoint to the west. Several somethings.
Too many somethings.
<span style="color:#E5CEF3">"Just... a little more..."</span> Mio grunts, attempting to rise to her feet. She makes it halfway before her joints groan in protest, and she falls again, now onto both knees. But, realizing her arms are willing to cooperate... she reaches down, hooks fingers into the catwalk grid beneath her, and pulls herself forwards, inch by inch, into the stairwell of the Observation Deck, leaving behind a shimmering haze of heat that her pursuers can follow like a map.
Dragging herself up the stairs is an undignified ordeal, but as that slithering draws all the closer, Mio considers it to be the preferable option. More emotions burn within her, her system too tired to quell them. Shame, at the possibility of coming this far and failing at the final hurdle... she ascends a step. Spite, the draconic face of Ziajol leering down at this ridiculous body's chest - his 'cost saving' measure. Another step. <<if $MERCASAVED < 6>>Guilt. Dizz's friendly smile and manner, her request barely fulfilled. Another faltering step, forehead resting on the next one for a moment.<<else>>Pride. Ziajol's face gives way to the relieved looks of the people she's helped today, beyond her mission: her choice to do so. Another step, and another.<</if>>
Mio's trembling hand grips the landing of the Deck, and she grunts as she pulls herself and her uselessly trailing legs up onto the floor fully, wasting no time in grappling for a handhold upon the control panels that now surround her. Smooth. Smooth, smooth, smooth-- ah! A maintenance hatch. Just barely indented enough for Mio to work her fingers into an edge, hauling herself up to an uneasy 'stand', supported by her straining arms on the console rather than her venting legs. Her reflection stares back at her, superimposed in the window against the dead surface of Vi-16... and against the writhing mass of tentacles now surging through the doorway below, much to her wide-eyed shock.
Mio grits her teeth and looks down, eyes flitting, iris tightening and widening with erratic zooms, searching for the damn launch key!-- Ah! She slams her fist down on the red button just as tendrils coil around her useless legs and pull, hard.
Mio falls, but Mio grins.
With a subtle shudder through the walls and floor, the Sled accelerates in the blink of an eye and erupts from the launch bay, a silver sliver streaking through the black abyss above. It punches clean through the atmospheric shielding, which repairs itself in a fraction of a second. Even as her arms are coiled tightly behind her back, even as her legs are forcibly cooled by tentacle slime drenching them - even sizzling in the joints - and even as her neck is possessively wrapped by a ribbon-flat tentacle, as though to collar her, claim her...
An empty victory. Not like Mio's. The Sled is away, and her mission is complete. With that, she has no reason to hold back her emotions - no need to keep her processing power diluted, compromised. Even so, her mind works far faster than a mere organic lifeform's ever could, and she cycles through several emotions.
Disgust at the sensation of the tendrils grabbing her? Mm... no. Too forced. Truth be told, she doesn't really mind the slippery slime, warm as it is, especially given how easily it can be cleaned from her body - be it flawless synthskin or hard-case alloys. Besides, the tentacles cannot help what they are any more than she can.
Hollow sadness, at what she is, at what she'll continue to be? A fighting machine, never allowed to be more than that. <i>Pah. Never? Says who?</i>
A dozen more emotions, so barely explored by the blossoming intelligence, come and go before she settles on one she very much enjoys.
Mio's usually stony face splits into a wide grin, triumph etched upon every inch of her face even as she's sucked into the shambling mass, purple disappearing into purple, venting Glow smothered into darkness by writhing flesh.
<<link "Power draw exceeding limits. Forced shutdown. Auto reboot in..." "MERCANOID Neutral Ending 3">><</link>>Self-repairing functions work diligently in the brief time Mio spends 'unconscious', adrift in a strange state halfway between functioning and not. Her sensors do their work, but her artificial mind struggles to keep up with them - vague sensations of elevation, of wet and lengthy somethings crossing her body, coiling around hard and soft-case alike. Of her burden diminishing... along with her defensive and offensive capabilities.
With her self-repair suite giving the green light, Mio's eyes shoot open upon her impassive face, lit only by her own glowing gaze, painting herself and her surroundings in cherry-pink light that bounces off of the coiling 'walls' all around her. Tentacles... thick ones. Plenty of them, too, a mere few feet away from her in all directions. The floor, the ceiling... all covered. Her earlier assessment of the dim light was inaccurate - beyond her eyes, some of it is provided by faintly glowing bulbs among the coated surfaces of the chamber, not an inch left exposed. She could be in the middle of any of the rooms she's visited tonight and be none-the-wiser for it. It is, in and of itself, an odd sensation for the Android, with all of her location-tagging equipment usually handling that sort of thing for her. This absent-minded tangent leads Mio to notice something else - the covered floor and ceiling are the same distance away from her as the walls are, given her suspended state.
Arms wrapped thricely behind her back, with coils spiralling down her angular upper arms separately before joining and writhing about one another across her forearms, each terminating at her wrists to bind them tightly to her elbows. Another tentacle from above, thicker than the other two, adds an extra wrapping to complete the set of three.
Legs spread, and spread wide. For a moment, Mio marvels at her own flexibility: a full mapping of detailed anatomies of most known sentient species is a standard part of her database, as vital in combat as it is in triage and medivacs. Her legs tuck up admirably along her sides, knees almost knocking against the base of her bared breasts before splaying out to either side, her lower legs and her armoured boots left to dangle with more focus given to wrapping her knees tightly, suspending her off the ground. Noting the origin of these tentacles from above, Mio shifts her weight from side to side and feels herself bob and sway, the tentacle's natural elasticity functioning like a hanging harness.
Furthering the comparison would be the tentacles wrapped neatly around her bare soft-case torso, crisscrossing in an unbroken pattern save for the largest of the lot, wrapped once neatly around her ribs to lay its fat, throbbing head between her trapped tits. She notes, to some degree of amusement, that the harness of tentacles have endeavoured to shape their pattern to one complimentary to that of the seams that run down the sides of her torso. Their presence on her synthskin explains that groggily-intercepted sensation from earlier... the removal of her gear in its entirety. She's lucky, she supposes, that it didn't include her limbs - too complicated, no doubt. Or simply viewed as unnecessary, for the true prizes are all on display already: the flower nestled between her spread thighs where soft-case meets hard-case via connection port joints, the tight puckered hole beneath it between her shapely rear cheeks... those lusciously sculpted breasts, no less perfect for their mirrored existence on thousands of torsos that share this model.
The last but by no means least of those treasures, no doubt, would be her mouth behind pale-purple lips, judging by the tentacle wrapped snug around her neck, its head resting on her cheek with shocking patience. Yes... there's a thought. Why is she just hanging here? The tentacles of this outbreak haven't exactly shown much in the way of restraint until now - the removal of her gear and complete and utter immobilization of her body in advance notwithstanding. Mio turns her head from side to side, as much as the one coiling her neck allows her to, and sees nothing but her personal cocoon... comprised of far too many mostly phallic-tipped tendrils.
For her, yes. But not taking her.
Mio frowns for a moment, and then it finally clicks. After everything she's been through tonight, <i>the damned things are waiting for permission.</i> Even wrapped up this securely, do they... fear her? No, that's not right. Mio may not be an expert on body language - especially not when the bodies are nothing but shambling, slithering ropes of meat - but she can be a surprisingly empathetic thing, and sometimes that comes in handy.
No, it's not fear. It's <i>respect.</i>
Mio smirks as a disbelieving giggle escapes her, much to her own surprise. But why hide such emotion? Her job is finished: the Sled is launched, and her successful exfiltration upon it was merely secondary. Ziajol, the scaled bastard, can come and get her himself... a task he will no doubt consider just as secondary. A task he'll take his time with, giving her all the time in the world.
For now? No more mission. No more objectives.
And speaking of emotion... just as one cannot fail to observe the tentacles in their swirling great wall around her, Mio cannot ignore the sheer heat of the environment they've created - nor the intense scent of their virility and excitement. Excitement that she shares, genuine and boiling, rising in the Android's chest, her core literally heated as she diverts all power to self-repair and backs up important data securely in her head.
<span style="color:#E5CEF3">"Well?"</span> she speaks, and the way every single tentacle surrounding her -twitches- in upstart eagerness at her finally giving the signal makes her bite her lower lip in anticipation. <span style="color:#E5CEF3">"Come on. Show me what you can do!"</span>
Even with her enthusiastic consent, Mio jolts in shock as the writhing walls around her shrink inwards from the sheer number of tentacles that dart from its perimeter towards her, a ragged gasp escaping from her. They could easily encase her with their numbers and girth, but that surge stops just short, bringing those glowing glands closer to better paint her pale body before whatever unseen sensory organs the monster(s?) possess. Then, from the living floor, a grossly phallic-tipped tentacle rises to poise itself between her spread legs, slipping inwards to rest its partially-blunted head against her nethers. Mio tenses, then realizes she's close to damaging her lip from how hard she's biting it - she endeavours to calm down, knowing that this is merely the quiet before a perverse storm. Of course, it's difficult to remain quiet with the anticipation of that massive thing nudging up and down, a mere twitch of its body enough to send the tip sliding from the bottom of her slit to nudging the base hood of her clit.
Ever the analytical one, Mio's eyes flash as she makes a swift measurement of the brutal thing, then runs it against a diagnostic of her body's capabilities. The result? A soft yellow warning, blinking slowly. Above capacity... but not too much. Merely enough to warrant caution... or, to Mio's own surprise, shocking levels of need and excitement.
Both are then joined with surprise... though surprise may be too small a word for the unexpected sensation of a monstrous shaft of equal girth and perverse design suddenly nudging up between her cheeks, unseen and unperceived until its head - drooling with freely pumping, lubricating pre - bumps against her unguarded backdoor and slathers it liberally.
Calculating the presence of two of them, Mio's warning flashes a shade redder. In response, she tilts her head to the side to dismiss it entirely, once again biting her lip as she hangs in the hive's embrace, left guessing which of the two prideful lengths will be first to take her, the one she can see still lazily slipping up and down her increasingly slime-soaked folds... while the one beneath her prods with increasing urgency, each push a little harder than before until she's left huffing and subtly wincing.
It's intentional, she realizes. The monster wants to keep her guessing, not knowing which hole will be invaded first - or, indeed, if both will give way at once. Just as pressure mounts to a breaking point on her well-slickened slit, it suddenly diminishes in favour of a mounting push against her ass, forcing her eyes into a crossing roll just when it feels like it's going to plunge all the way!... and then, they swap once more.
Respectful, yes. But not enough to not tease her. Or perhaps they want to hear her speak, once more? After another maddening back-and-forth cycle, Mio squeaks out an unintelligible word, grumbles, and then collects herself before speaking proper.
<span style="color:#E5CEF3">"I said, show me what you can do! Or maybe I'll juUuUHUUHNN--"</span>
Oh, the devious thing. It wanted to hear her talk alright, though the content of said speech was irrelevant. As the tentacle poised between her pert asscheeks bundles itself in preparation, then lances up into her body in a single, mighty push... that corrupted groan, words diminished to an animalistic grunt: That's what it longed to hear. It's a long, loud noise, almost shocking Mio from her stupor with her own volume, but the thrumming vibration of that tentacle filling her as it rumbles its way even deeper into her body keeps the Android locked into a bewildered state where every sense dulls to relative blindness in the wake of the sensation of being <b>filled.</b>
It's only when the tentacle finally stops its relentless burrowing and sharply pulls back out to the first couple of inches that Mio's cry practically reverses in turn, a barked gasp as her eyes uncross and hazily attempt to focus on the tentacle wall before her. It's a futile effort - no sooner has the blur of purple taken form does the invader slam back inside, bending luridly before it ramps up enough force and pressure to overcome her wonderful tightness, not diminished in the slightest from its earlier scouting efforts. Mio's vision swims once more, and though the guttural noise she makes cannot match the first in vigour, it comes close. Furthermore, it is sustainable - a chorus of those heady, almost violent huffed groans erupts from her as the tentacle falls into a steady, long rhythm, plunging into her again and again, making the taut synthskin cladding her stomach dance from within. It fucks her slowly but with such force meted into each thrust that, when it inevitably ends deep inside of her, her dangling legs swing up to carry that force onwards, her whole body pushed up and swinging back down in the harness-like suspension of her tentacular bonds.
Squeezing. Through the haze of her ruthless gutfucking, Mio realizes that those bonds are pulsing around her with each thrust, each muscled rope twisting to massage her body - even where she can't benefit from it. It's the thought that counts, she supposes... even if it isn't selfless - the tentacle perched neatly between her breasts is no doubt enjoying sliding back and forth across her flawless flesh, each shockwave through her body terminating in a wild bounce of her breasts as they sandwich the happy, pre-spewing prick.
<span style="color:#E5CEF3">"Gnngh!-- O-oouh, fuck!!"</span> Mio spits, having nothing constructive to add, but feeling compelled to speak all the same. Besides, her hosts seem to appreciate the 'conversation': no sooner does she utter that curse does the tentacle slamming her ass pick up its formerly slow, piledriving pace... without sacrificing even a mote of its strength, of course. Mio shudders as she feels something bulbous ram against her well-stretched rear with each thrust, incorrectly assuming it to be some sort of stopper the tentacle has equipped to prevent it from pushing in too deeply. Instead, it's more of a checkpoint... for what, Mio swiftly learns.
Lancing deep inside of her one more time, the tentacle quivers violently as it roots itself in place rather than slipping back out, that swollen knot suddenly deflating as its payload of freshly-brewed tentaspunk rockets up inside her body. Mio's right eye hitches half-shut in an overwhelmed expression, eyes twisted as she feels the individual swellings course up the tentacle's coil before blasting free of its deeply-set tip, pumping her full with the first spurt alone! All she can do is hang in the brute's embrace as the rest spill free without pause, aided by powerful throbs of the muscular tentacle's body, softening the defined bulge in makes in her stomach with each passing moment - plenty of the off-white cream draining down its exposed length in thick, uneven rivers.
They're shaken off, however, when the dormant tentacle pulls back... and rams right back inside, causing a docile and blissed-out Mio to choke back into bewildered life.
<span style="color:#E5CEF3">"F-fuck! Can't you let me adju--gumMPH!?"</span> she splutters, the tentacle that's been so patiently coiled about her neck and nuzzling her cheek finally reaching the limit of its composure. With the Synthetic groaning out those lilting words, it's easy for the phallic head to slip past her plush lips - painting them with lubricating clear slime as it does so - to occupy her mouth, wasting no time in pushing down into her throat as it secretes more of that numbing, tingling slime. Mio chokes around it, even though she requires no oxygen - her neck visibly quivers around the occupying tentacle, not out of a lack of air but for a need of... more? Whatever chemical it's secreting, it acts fast - what should be an uncomfortable lodging instead feels strangely soothing, pleasant even, as it wriggles to free itself for another testing plunge down her gullet.
From above, and below. Mio shuts her eyes, words robbed from her as she's bounced between the two frantically fucking tentacles - though even over her lurid, lustful gags being pulled from her throat, she's able to hear the complaining actuators of her knees as her legs swing freely from the way her body is rocked back and forth. She barely cobbles together the command to disable them, letting them sway without mechanical resistance - no sense in wearing out the joint... and the tentacles seem to enjoy their forceful thrusts translating into even more exaggerated waves of her wayward limbs.
More of them are on her body, now - she isn't sure when it happened. It's difficult to maintain all of her senses at once - they function just fine, it should be noted. But her capacity to read the flow of data diminishes further with each rampaging drive of the tentacles spit-roasting her. In fact, it takes her a few moments to realize what some of the newcomers are doing... the heated little patches of humidity upon her pale synthskin, or the occasional pinching tug - just enough to be felt, but never enough to sting or harm. <i>Kisses.</i> The monster worships the form of its conquerer even as it violates it, every no-holds-barred lunge of its quivering, python-thick pricks joined by a dozen slender, smaller tendrils delivering little suckling kisses upon her belly, her chest, her cheek... even one upon the back of her armoured hand.
The strange, almost gentlemanly behaviour is thrown into sharp contrast against the way a tell-tale bulb suddenly tries to spread her lips uncomfortably wide. Mio winces as she feels it diminish, pulsing via smaller orbs down her neck... she can't see it, but she can feel it, construct a perfect mental simulated image of it - the way that slender synthflesh is pulled taut around each and every surging swell of stubbornly-thick seed before it disappears from sight past her collarbone, perceived only as a subtle addition to the swelling of her belly afterwards. She coughs out in surprise when the tentacle pulls away from her throat, her bewildered blink quickly screwing into tightly-shut eyes as its final shot in the salvo explodes across her face in a diagonal streak. Opening the eye that wasn't glued shut with caution, she hazily blinks as she watches a viscous drop of the stuff gather off the tip of one of her swooping bob-cut blades, hanging precariously from the bouncing of her body until gravity claims it and pulls it from sight. It's all the reprieve she gets before her mouth is once again occupied, cum now drooling past her taut-stuffed lips as well as from her well-fucked rear - it runs down her chin to splatter upon her chest or to join the pool forming in the cleavage formed by the tentacle stubbornly occupying it.
During all of this, one aching need has gone unfilled - and oh-so intentionally so. Gazing down blearily through her one open eye, Mio blinks - or rather, winks - as she struggles to comprehend what she's witnessing. When the pieces click together within her fragmented mind, she overcomes the paste-like strength of the wad of spunk painting her other eye shut to open them both wide in shocked awe, fixed directly on the tentacle poised between her legs.
It was waiting for her to notice before starting the show. A bulge ripples from its base, hidden within the writhing, coated floor, along through its entire length - morphing it as it travels, smooth flesh replaced with evenly-spaced but unevenly sized bumps and nodes. When the bulge reaches the slightly flared head, a strange, menacingly organic noise rumbles through the entire chamber as it mutates before the Android's glowing eyes, a trio of ridges forming beneath the head proper which is itself graced by rows of throbbing studs. Along with the appearance comes size... in the span of a few seconds, it's gone from merely 'impressive' to 'deeply concerning', made all the more so when it lances a thick, cloudly rope of overcharged pre across her belly.
Mio gulps around the tentacle stubbornly fucking her face, suddenly reminded of its presence by the sensation of how it interferes with that nervous, needless habit of hers. That... that -thing- can't possibly fit inside her! Or can it? Is that what the monster has been doing, this whole time? Testing her limits, mapping her body inside and out, learning precisely what she can and can't take?
She jolts in her bonds as the brutally flared thing slaps against her vulnerable slit, drooling a fresh rope against her folds - mercilessly hot, and immediately tingle-inducing. All she can do is trust the amorous monstrosity's judgement...
After all. This is what it was born to do.
Even so, Mio's hands curl into tight fists and her eyes scrunch inwards and flash rampantly as the thing bundles itself up with pressure and then <b>punches</b> inside her, the only thing stopping her from tossing her head back and howling being the mindful tentacle around her neck and down her throat. Denied even that bit of agency, the pale doll dances with irregular twitches and jerks, now fucked in every hole she has to offer, spluttering her cries past her oral invader as her slit is stretched to its very limit!... but no further. That isn't to say that it's within Mio's ability to take it without losing her damned mind, of course. She has to shut off additional warnings that flash across her blurring, occasionally glitching vision as she's pounded from every direction at once, determined to ignore them, determined to simply live in this absurd, lustful moment... and to drink in every last detail of the way her body stretches to accommodate the new invader, along with the way the one ploughing her ass has to flatten and deform in response to its brutal, relentless size and pace.
The sound of her muffled, heated whines turns to unrestrained howls, and then gains a wet, slurping overtone. She does it before she even consciously decides to - running her tongue back and forth and side to side beneath the one plundering her mouth, her cheeks hollowing slightly as she actively sucks it. Oh, void take her, if she was capable of blushing! The thought of how she must look... excitement, shame, freedom, servitude, so many complex emotions fighting for their right for control and entering, instead, into an uneasy stalemate. It doesn't last, of course, for her eager suckling spurs her unlikely lover to advance the urgency of its already overpowering thrusts up yet another notch, relishing in the way she squeals in lustful alarm as its walls contract sharply around her once more, narrowing the gap between herself and the cocoon by another foot. It's almost a facsimile of the way she, in turn, clamps down around her various intruders with unrestrained strength, unable to stop herself from milking them with everything her body has to offer... nor wanting to stop herself in the first place.
Proof of her talented tongue isn't long in the making. Even with how furtively she sucks upon it, she can't stop the throbbing thing from pulling free of her throat, yanking her tongue out with it, where it remains as the Android watches in bleary, wincing anticipation. Not a single drop of this load is destined for her belly, for the overeager monster unleashes itself across her face instead - the previous streaking shot still clinging to her doll-like beauty now buried beneath a dozen fresh lashings of tar-thick spunk. She has the good sense to shut her eyes as they're thoroughly painted, though her mouth remains open, tongue twitching each time it's struck... until the deluge ends, and she pulls it back past quivering lips to swallow, loud and lurid, mouth clean as can be when she opens it back up. She allows her HUD to flash deconstructed data of the virile muck's chemical composition across her vision, instructing her of its heady taste... she smiles, then opens her mouth back up, tongue spilling free once more towards the tentacle hovering just by her face.
Mio isn't sure if her captor is capable of seeing at all, but she decides that she enjoys the idea that this image, of her sunk so deeply in perverse enjoyment, is what causes this latest round of frantic fucking. When the tentacle buried deep in her backside unleashes yet another round of gut-swelling cumshots, she barely notices - though perhaps the way that it doesn't even slow down is more to blame. It simply can't compare to the one occupying her cunt with absolutely zero intention of ever leaving it, fucking her as though they belong together, hammering her slit with all the intention of a rampaging beast in deepest rut. After all... the shape of it, the thickness, the chillingly monstrous design... all made for her, from the data it gathered toying with her body.
With her mouth unoccupied - despite the invitation - it isn't long before Mio begins to gasp and moan once more, as if only just remembering to do so. It isn't long before she's panting with a deep heat as latent, primal instincts from her brain-scanned personality matrices hold her hand and guide her through the motions. She feels herself being pulled onto her 'back', still suspended from the tentacles above and on either side, managing to open one eye from beneath her heavy facial to watch as the limited world of her trembling cocoon pans before her vision. It isn't a sight that holds her attention for long, of course. Not with the scene of her stomach - so taut, flawless and pristine under normal circumstances - and the way it bulges outwards with the jackhammer blows of the obscene breeding tool made just for her.
For a while, words have been impossible to form. Beyond her. But as she watches multiple, sluggish bulges begin to travel up the tentacle's length, rising up from the shallow pool of steaming jizz that now coats the floor of her prison chamber, Mio finally finds some most enthusiastic words.
<span style="color:#E5CEF3"><b>"YES! GIVE IT TO ME!"</b></span>
And so it does. Mio's howl of bliss rings piercingly loud through the snug little living chamber as that first bulge of top-shelf tentacle spunk meets her taut-spread lips and slips inside, soon erupting with intense pressure from the flared tip against her deepest walls. It's the first of... oh, two, three, four-- and that's where Mio loses count. Where software trying to juggle so much data just fails, gives up, and straps in for the ride. Where her eyes flash in opposing, irregular flares, the other shooting wide open through her mask of spunk as her sex-crazed cries distort and cut out and in at random. As surge after surge of the tentacle's finest breeding sludge is pumped into her receptive body, Mio feels emergency power rushing through her limbs, her systems understanding that she's overwhelmed, but not the why of it. That energy has to go somewhere, of course...
A hazy idea. But one worth pursuing. Tapping into her backed-up data from earlier, Mio rides out her incredible climax with the vast majority of her computing power, managing to shield off just enough to put her plan into action, shutting and isolating vital components of her body and mind from the incoming surge... and pointedly leaving one path open, all but ensuring that several subsystems are doomed to fry if she doesn't purge the rampant power through offensive measures.
Subsystems like her identification chip, like a deed to her very existence.
Mio grins as her horn crackles and sparks, and as her stomach groans and swells taut around its payload. How funny, she muses, that she complained about this cheap gynoid body earlier this very day. Now it - and a good, hard fucking - are going to set her free.
The surge hits, and Mio refuses to shunt it from her horn. She could, certainly - she could fry her captor, reduce it to ash and sizzling calamari, but she refuses to do so. She muses on every last monster she was forced to eradicate during this mission, keeping them in her fracturing mind as she rides out the storm... literally, her body rippling with errant sparks and arcs of electricity. Her eyes flash so brightly, one would be forgiven for ducking and covering - an explosion seems inevitable and imminent... but instead, Mio tosses her head back with another blissful roar, and then she goes still as an idle puppet, left to hang in those swinging tentacles... a smile etched on her face as her lights fade and her body undergoes a hard reboot.
After a moment of hesitation, the tentacles begin to move again. They thought they were doomed, for a moment there. One of the ones looped around her arms gives a nervous squeeze... and then a relieved 'coo' rings out through the chamber when her hand twitches, squeezing back around the tip nuzzled into her fist. With the safety of their catch assured, the tentacles see no reason not to start up their breeding frenzy once more... and though Mio can't respond just yet, they have her silent blessing. The Cleaners aren't due for a while, after all.
<<link "<s>MERCANOID M10</s> Mio, offlining for recalibrations." "MERCANOID Neutral Ending 4">><</link>><b>Three years pass, time's march as unrelenting as ever.</b>
<span style="color:#CEF1F3">"Oi, Mio!"</span> Mia scowls, her pastel blue eyes intensifying and dimming in tune with her words - mouth covered by the pressure-mask that clamps across the lower half of her face. The MERCANOID stands a good distance down the dorsal lane of the <i>Little Finger</i>, though her words reach Mio just fine - spoken on internal communications. Yelling, after all, wouldn't get her words very far in the vacuum of space.
Mio ignores her, for the moment. She's indulging in a favoured pastime - that being leaning upon the massive multi-wrench she makes a living with, head clamped down onto the ship's hull, handle-end just the right height for crossing her arms upon and relaxing. The distant stares rocket past in the reflection of her shining eyes, and her peaceful smile refuses to falter in the slightest - even when she feels the encroaching vibrations of Mia's magnetic footstomps approaching. Whatever it is, it must be important, and so Mio shuts her eyes and straightens up, a hand grasping her wrench as she carefully turns to face her sister-unit.
Blue. Blue, blue, and more blue. That's Mia. A body awash in ocean tones, from bright azure to deepest navy, her right arm still clad in aquatic-operation camo from an op long ago. Two horns as opposed to Mio's one, and a harder face - a more chiselled jaw, verging upon but not spilling into masculine. As usual, she wears her frown beneath her modified facsimile of hair, curved blades akin to Mio's own shaped and covering one eye. When she comes to a stop before Mio, Mio is forced to crane her neck back - just a little - to maintain eye contact. Mia's about a head taller than her... and still getting used to personal bubbles.
<span style="color:#E5CEF3">"I heard you. What's up?"</span> Mio asks, reaching back with her other arm to join the grip on her wrench, now leaning back upon it. Mia huffs, adjusting the massive lance-welder she has slugged over one shoulder.
<span style="color:#CEF1F3">"You got any idea where we're going yet? Mossi wants to know."</span> Mia demands. Her tone is, as ever, needlessly aggressive - but Mio doesn't hold it against her. She knows that her team all have their quirks, drawbacks - or, sometimes, benefits - of their unorthodox route to self-awareness. In time, Mia will learn, adapt, and improve. With that in mind, Mio smiles - as best she can around her pressure-mask, anyway.
<span style="color:#E5CEF3">"Further out into the distant colonies. This ship's paying us what they owe at the next station - plus whatever I and Muri can convince them to provide as a bonus."</span> she explains as her personal files on Mossi and Muri alike flicker through her mind. Muri was the first of her sisters she was able to free from Zia'jol's ownership, and while her skills in repair are nothing to sniff at, the burgundy-toned robot's true talents lie in 'diplomacy'. Mio can't help but smile a little wider beneath her mask, thinking back on how timid she was but two years prior, and how much she's come into her own since then. Such a change reminds her that Mia, a mere three months new to the team, still has plenty of room to smooth her gruff attitude... if she chooses to, of course. The azure Android scratches at her pressure-mask - an odd habit, but not one Mio judges - and shrugs.
<span style="color:#CEF1F3">"Mm... fine. I'll relay it to Mossi."</span> she mutters, turning on her heels - a difficult act when mag-locked to a speeding starship's hull - and stomping away. Given that the whole team of six are linked for instant communication, Mio wonders who she thinks she's fooling with that. Giggling to herself, she turns back around to face the front of the vessel, watching as its shields occasionally flare and pop with micro-impacts, like bugs on a windshield.
Mossi. Timid at a glance, but merely quiet and thoughtful once you get to know her. Not above a spot of fun, if the occasion calls for it - and most certainly knocking boots with Mia... on top, despite being even shorter than Mio! The liberated MERCANOID's eyes dart from flare to flare upon the shields, reflecting on how this business venture of hers made such freedoms possible in the first place.
Exterior ship repair and instant-response maintenance. It's a tricky job, and not for the faint-hearted... but Mio's growing team excels at it. Having been forced to salvage and repair themselves so many times, the M-units are swift to adapt to even the most unorthodox of ship designs, and - so long as Mio, Muri and, to a lesser degree, Meeka are around to lay the diplomacy on thick - their presence is often welcome among the mid-sized crews they service. No extra food supplies needed, no extra room on the ship - though Mio is usually able to negotiate shifts in and out of the vessel for her more anxious kin. More than a couple of crews have floated offers of full-time employment, but each one has been turned down - politely, but firmly.
To Mio, the main perk of the job is travel. The freedom. Choosing where she and her sisters go, putting it up to vote where appropriate, drifting ever closer to the scattered, bounced signatures of their far-flung sisters. For each M-unit they free from Zia'jol's ownership, his grip tightens further, the missions more far-flung...
Mio tightens her grip on the wrench, eyes defiant, confident, focused on the brightest star dead ahead of her.
She won't stop until every last one of them is freed. Whether they stay is up to them - Minnie and Moo stay in touch, thankfully, and that's all Mio asks of them. Their presence is missed, but not required - nothing is required of them but their freedom.
Mio glances over her shoulder, gaze torn from the stars, to observe Mia as the tall 'Droid services a stubborn solar-shielding plate, the hydraulic arm jammed. Now her smile turns to a smirk, knowing full well that her fellow M-unit is simply bored... or, perhaps, needy.
Right this second, Muri - her absence upon the ship's exterior nothing unusual - probably has her legs wrapped around whichever crew member most took her fancy, busy introducing them to the prospect-ruining wonders of her vibration functions. With every crew they part ways with, Mio can always tell who's fallen for her - that mixture of awe and woe in watering eyes that fail to make contact. But Mia, despite having similar needs, just doesn't trust most organics - and Mossi's moods are fleeting, their relationship more based on care than on lust. Thankfully, there are exceptions to Mia's distrust of organics...
Mio smiles. A hand raises from the wrench to rest on the SLAM launcher at her shoulder, able to feel its unusual cargo from behind the pressure-sealed compartment. As it turns out, the friend she made down on Vi-16 is quite adaptable. Given that it provided her with the keys to freedom, and given the path of violence she carved through that facility... she decided to breach a little protocol, here and there.
When the Cleaners arrived, guns loaded with Territorial Acid - primed to melt monsters but spare their victims - they were surprised to find a power-drained but functional Mio by herself, sitting calmly upon a chair in her own little storage chamber, clothing and gear folded neatly on a dry perch away from the sheer sexual carnage that coated the rest of the room. In her words, she had succeeded in her mission and then did her best to contain the infestation: having concluded battle with one of the ringleaders mere moments before their arrival. Despite a suspicious lack of remains, the scorch marks from her weaponry seemed to confirm the story... and so, Mio was escorted from the base, cleaned up, re-armed, and sent back on a transport to her former owner's base of operations - a transport she easily redirected.
No one thought to check her remaining stock of missiles, though, in fairness, Mio initially couldn't believe her eyes when Morlu squeezed itself so intensely down into an emptied shell. Doing so was taxing on the poor thing, but it was preferable to trying to convince crews to let an undocumented prototype tentacle monster aboard their ships.
Besides... Mio always makes sure to make the most of their time together when he's allowed out - and if it isn't with her, it's with any number of her fellow units at a time. Especially - Mio's smirk grows wider - Mia, who seemed downright smitten from the moment her identification chip went 'pop'. While they've found less extreme methods of burning out the malignant little piece of hardware since Mio's almost cataclysmic climax back on Vi-16, taking a tumble with Morlu is practically a rite of passage for the M-units.
The casing of her SLAM Launcher roils slightly beneath her touch, Morlu letting her know that it's alive and well... though she can feel an impatient -thrum- running through it. Beneath her mask, Mio bites her lower lip, wondering just how pent up her 'boyfriend' must be after this particularly long-haul trip of theirs.
First... score a nice bonus with Muri's flirtatious help. Then, the best suite at whatever passes for their destination's finest hotel.
Mio turns her head and plants a contactless kiss upon her launcher casing, giggling when she feels Morlu tremble within it. It'll be a while before the team reaches the next of their sisters, and a little break for some R&R won't hurt. Lowering her arm, Mio resumes her favourite stance and, after a quick check-in with the status lights of her sisters, turns back to the rushing stars ahead.
Reaching out with fingers outstretched, she almost feels like every last one of them is within her reach. Oh, how she can't wait to visit them all.
<hrt><hr></hrt>
<i>Thank you for playing MERCANOID and achieving the <b>'Neutral'</b> ending. To achieve the <b>'Good'</b> ending, rescue at least six characters from the Hive. You may now return to just before Mio entered the final confrontation, if you wish!</i>
<<link "Let's go again." "Engineering Annex 1-2">><<set $Player_hp to $Player_hp_max>><<set $Player_glow to $Player_glow_max>><<set $Player_focus to $Player_focus_max>><</link>><<nobr>>
<<set $fantasize to 1>>
<<include "Cybernetic Slip And Slide Orange">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><span style="color:#FF923D">"--lo? Are you waking up?"</span>
Self-repairing functions work diligently in the brief time Mio spends 'unconscious', adrift in a strange state halfway between functioning and not. Her sensors do their work, but her artificial mind struggles to keep up with them - vague sensations of elevation, of wet and lengthy somethings crossing her body, coiling around hard and soft-case alike. Of a familiar but faraway voice. Of her burden diminishing... along with her defensive and offensive capabilities.
With her self-repair suite giving the green light, Mio's eyes shoot open upon her impassive face, lit only by her own glowing gaze, painting herself and her surroundings in cherry-pink light that bounces off of the coiling 'walls' all around her. Tentacles... thick ones. Plenty of them, too, a mere few feet away from her in all directions. The floor, the ceiling... all covered. Her earlier assessment of the dim light was inaccurate - beyond her eyes, some of it is provided by faintly glowing bulbs among the coated surfaces of the chamber, not an inch left exposed. She could be in the middle of any of the rooms she's visited tonight and be none-the-wiser for it. It is, in and of itself, an odd sensation for the Android, with all of her location-tagging equipment usually handling that sort of thing for her. This absent-minded tangent leads Mio to notice two other things.
One: the covered floor and ceiling are the same distance away from her as the walls are, given her suspended state.
Two: she is not alone within this writhing prison. Suspended in much the same manner mere feet away from her is Mimi, her Elven guise partially restored, though her face far more 'honest', along with her skin tone: wide, expressive and alien eyes half-shut with concern, skin a pastel coral.
It's a similar look of concentration to the one she wore earlier when she stepped in to save Mio's mission. It's less strained, however - almost meditative, were it not for the slight furrows in her brow. Mio pauses a moment longer, then parses the half-heard question, finally.
<span style="color:#E5CEF3">"I'm awake, yes."</span> she confirms as if her eyes shooting high beams and painting Mimi's nude form with their lilac glow didn't make that obvious. A somewhat lithe figure, presumably the Mimic Queen's preferred form - even if she could take others. Mio smiles, respectful enough to keep her eyes on the monstergirl's slightly nervous face. <span style="color:#E5CEF3">"Thank you for earlier."</span>
<span style="color:#FF923D">"It's alright. I've... explained some things to the Hive... it's a little complicated, but it all routes through me and back out. Many minds, but one mind. But... the overbearing emotion right now is-- hh!-- f-frustration!--"</span> Mimi admits, cut off when the tentacles hoisting both women aloft tighten up suddenly, earning a surprised gasp from Mio, too. However... she can't help but notice that despite this obvious irritation felt by their tentacular captors, they <b>aren't</b> fucking them stupid.
Mio blinks as she looks around through her strained grimace, then gazes back to Mimi with surprise on her face.
<span style="color:#E5CEF3">"Are you teaching the Hive <i>consent?</i>"</span> Mio asks with a slight chuckle. Mimi's cheeks puff as she gives a petulant pout, her partially-transformed hair flicking up as she turns her head.
<span style="color:#FF923D">"I'm <i>trying,</i> ok! But... I-I don't think they're going to calm down until they deal with this frustration. You, well... sort of disrupted things a lot by rescuing the people you did. But... this was all my fault. So... I'm keeping them at bay. I wanted to... ask you, if you'd be willing to help me again. In a different way, this time..."</span> Mimi admits, her own glowing eyes glancing left and right and all around nervously, a number of thick, blunt-headed tentacles drooling with obvious intent as they hover near and between the girls. Mio follows the gaze briefly, swallowing drily. <span style="color:#FF923D">"If you say no... I'll make them let you go. And I'll deal with it myself. See, I'm... making them release everyone throughout the facility, and I'll just... handle it myself, even if it's too much for me. Hgnh--"</span> Mimi's cut off by enough harsh squeeze, and this time Mio feels more than frustration, blessed as she is with context.
Tentacles fit for fucking roughly five dozen people are now all focused on just the two of them, and that number might be halved <i>again.</i> This coiling grasp isn't cruel possessiveness, it's blinding, all-encompassing <i>need.</i>
Mio purses her lips. If her cheeks could blush, they surely would. She's damaged, already overwhelmed from her time in the facility... but she's missed her ride out of here. The fallback plan is to wait until the Cleaners show up and do their thing, so...
She has some time to kill.
<span style="color:#E5CEF3">"Well... It's not like I have better plans."</span> Mio admits, smirking slightly. Mimi's eyes light up, but then she pauses, shaking her head.
<span style="color:#FF923D">"Hrmh... nothing vague about it, please. Yes, or no. Because once I stop focusing on it... th-these guys aren't gunna stop until they're satisfied."</span> Mimi shivers, clearly at the breaking point of her mental hold. Mio sighs, a little embarrassed yet again. This would be easier without another person in the room... Ugh, to hell with inhibition.
<span style="color:#E5CEF3">"Mimi, give them the go-ahead already and let's get fucking wrecked."</span> Mio grins. Mimi barks out a rough chuckle and instantly sags her shoulders, the tax on her brain akin to holding a hundred leashes at once... now dropped. The reaction of the tentacular walls all around the pair is eager, and <i>instant.</i> The sudden inward-collapse of the tentacular walls is briefly terrifying, but Mio and Mimi alike gasp in surprise as the distance between them closes in the blink of an eye: body to body, chest to chest, the Mimic's oddly cool breath washing over Mio's doll-like face.
The tentacles that were merely holding Mio aloft before now tear at her $Player_outfit with fervent need, the Android watching in awe as she's stripped to her pale synthskin via brute force and sprayed, specialized acid. The resulting heady wisps of smoke just add to the boiling, claustrophobic atmosphere as the girls are spared an immediate ravaging due to internal politicking: tentacles of different designs bashing into one another and vying for the limited space they've left. A glance at Mimi's eyes reveals them to be darting in every direction at once... until they settle on Mio, a bashful look crossing the girl's face.
<span style="color:#FF923D">"Thank you, by the way... I should say that while I still can, ehehhhmhn!!--"</span> the Mimic jinxes herself, the attention drawn to her mouth immediately capitalized upon by a thick, girthy tentacle riddled with pulsing veins. It pushes past her lips and stretches them taut, but Mimi's eyes flutter, far from upset by the bold move. Mio bites her lip... then shrugs, opening her mouth wide, casting her mind into the frankly absurdly detailed data her replacement torso contains about everything sexual. The invitation is immediately accepted by a twin to Mimi's invader, Mio letting out a <span style="color:#E5CEF3">'Mrrrsph!'</span> when it slips past her lips and burrows into her cheek. Oh, no wonder!... it tastes surprisingly nice. Fruity, almost.
With the girls both thoroughly muted, the coming noises of dizzying pleasure are unintelligible, to say the least. It's almost like a contest between them to see who can be the loudest when, in perfect unison, thick lengths spear into either awaiting pussy with rampant breeding intent. Mio does a gallant job of applying the advanced cocksucking theories she's pulled up into practice, but she soon realizes there's simply no need for her to bother: her tentacular suitors are more than happy to do all of the work for them both. And so, the Android decides to simply relish in the primal, brutal pleasures of being <i>used.</i> Of being spread so fiercely from both ends, any potential stress and harm completely mitigated by the cunningly engineered chemical lubricant exuded by the Hive, leaving only the ecstasy of such fearsome fucking. But it isn't enough - at least, not for the Hive. Hence...
<span style="color:#E5CEF3">"NRMMPGH~--"</span> <span style="color:#FF923D">"NHYYYIGHMM--~"</span>
... their muffled voices rising high above the cacophonic din of organic squelching and slithering when a pair of oversized, rib-textured brutes force their way slowly but surely into the girls' backsides. Heavy-lidded, overpleasured expressions turning to cross-eyed shock when they feel one another's bellies writhe due to their intense proximity, only to flutter back to perverse relief when those imposing tentacles finally withdraw... only to slip back inside just as deep, a slow and steady and <b>firm</b> rhythm to contrast against the frantic fucking of faces and fuckholes below. Some strategic re-angling of the tentacles groping the women's chests allows them to brush tit to tit, slickened nipple to nipple, little pangs of shared pleasure that allow quivering little gasps and whines to mingle with the heady groans. All of these whimpering noises falter and become lurid, swallowing gags when the rough pace of the tentacles upon their lips proves too much for the Hive, bursting with thick, potent seed, forcing each girl to gulp it down. Their necks undulate sinfully with each spurt before their suitors withdraw to rudely plaster their faces in the last few dregs, each swapping to spew the other woman, light coughs and huffs erupting from them as their meals sit heavy and heated.
<span style="color:#E5CEF3">"You're-- hnh~- w-welcome!-"</span> Mio manages to gasp, her eyes crossing with each dive up her rear by that girthy spire. Mimi needs a second to remember the context of that comment, but in the brief window where her remaining brain cells align, she smiles happily. Not that she isn't already smiling, planting a kiss on the bloated head of the tentacle that's lingering by her cheek, allowing it to withdraw so that another may take its place, this time coiling around her neck before it dives in and makes the Mimic <span style="color:#FF923D">'glrk!!~'</span>
But here the symmetry ends for Mio, who glances left and then right at the sudden appearance of two competing tentacles at either corner of her lips. She frowns ever so slightly - a more familiar expression for the Android - as both creep closer. <span style="color:#E5CEF3">"H-hey now, you twooommmmghpghlk?!-"</span> she splutters, eyes at once wide and forced half-shut as both slip into her mouth from either side! She shudders as they screw into her cheeks and wrestle for space inside her maw, slathering her tongue with their sweet juices and bashing awkwardly against her throat in a way that confuses her programming and makes her writhe and squirm. Eventually, they settle on a rhythm - one pulls out, and one dives in. That retreats, and the other slips inside. A petite giggle rings through the organic chaos, and Mio is dimly aware of it coming from Mimi at her expense. No matter - the Android is placated by the surprisingly tantalizing tastes.
For the needy tentacles, however? The durability of its squirming, moaning prizes is an important revelation.
Mimi's dainty, muffled laughter is terminated with a harsh, guttural groan of brute pleasure as something unseen assails her from below. Mio can hazard a guess, though - and soon her eyes are crossing sharply when something more slender but no less determined slips inside her cunt, thrusting at a completely different pace from the initial intruder, affording her not even a second of time to adjust. The Hive wants to fuck these women - to use them for as long as they last... and after the day she's had, Mio is happy to let them.
Intense though it may be, it's but the calm before the storm. It's as if a fragile ceasefire has been broken, the tentacular walls falling apart as the individual coils lose cohesion in their eagerness to enjoy the two willing women. At once as liberating as it is stifling, near every last inch of flesh and metal gripped and grasped. Practically blindfolded by hive-flesh, Mio is only dimly aware of her arms - now freed - moving of their own accord, pumping back and forth and twisting with programmed expertise to the delight of the broad, thick lengths occupying them.
With their surroundings exposed and her mind reaching its conscious limits from chemically-enhanced pleasure, Mio's one exposed eye - the other wrapped and concealed - beholds strange, alien figures looming around her and Mimi. Familiar ones.
<<nobr>>
<<linkreplace "Gurgling Goop...">>
Mio flickers back to active consciousness to a shockingly vivid taste stuffing her cheeks to bloating. Other sensations of being filled to the brim, of being partially suspended - weightlessly held in portions of her body and left to dangle with others. With a bleary gaze around her purple-tinged surroundings, Mimi stands out like a splash of coral upon an ocean floor; just as well-gooped as Mio herself. With one ankle glued firmly to her asscheek and the other leg left to hang limply and sway with each fluid thrust, Mio feels a cry gurgle through her stuffed throat as the Glob squeezes her tightly, a high-pressure hug that massages her acting soft-case components wonderfully... from within, and from without.
<br><br>
But the Glob has no time for letting her ride out that poisonous climax it's just coaxed out of her. Mio barely has time to register the pleasure of her suspended predicament before her mind begins to overload again, eyes flashing through various blue-toned error codes before she crashes once more.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Canned Tentacles...">>
Mio is awoken by her own cries of bliss, her vision flickering back layer by layer, colours all nonsense until they sharply collide back into clear focus. Spittle flies from her parted lips before her moans are silenced by the sudden presence of another thick, needy length, plunging down her throat which parts with ease around its girth. Evidently, she's been doing this for a while... reclined as she is atop a Shambler as it hugs her everywhere at once, plunging into every available hole with frantic vigour, some unused tentacles even massaging her limbs - a useless gesture, but it's the thought that counts.
<br><br>
It seems Mimi is getting the same treatment, albeit on her front, face buried into a cushioned lump of the shapeless thing's body in order to stifle her wild cries as she takes two tentacles up her ass at once. Mio briefly gives a bemused smirk, impressed... until she realizes she's getting the same treatment herself: a realization brought about by a sudden, mind-shattering climax and shutdown.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Small, but Eager...">>
Mio isn't particularly proud of the noises that jolt her back awake - noises she herself is making. But they can barely be heard over the frantic, heavy -SMAK--SMAK--SMAK- of the Drikk frantically piledriving her upturned rear, the Android finding herself on her knees, cheek to the floor, drooling brainlessly as the little Monster unloads another heavy, churning load with shotgun-like force deep inside her overfilled body. It's the briefest of respites, during which Mio can force her eyes to focus on her surroundings.
<br><br>
Impressively, the position Mimi finds herself in can best be described as an outright mating press... with a partner no bigger than her own head slamming with cheek-jiggling force down into her pussy so fast that its diminutive body is a blur. Unlike Mio, she isn't moaning quite as loud - more gagging luridly from the one fucking her face with just as much vigour. Mio briefly wonders why she isn't getting that treatment herself, but then the hitherto unfelt grip around her neck gently tightens and she becomes aware of the grotesquely designed length resting against her cheek. Ah!... the Drikk was just concerned about her brief spout of inactivity. She inwardly remarks how sweet that is, though as another circuit-frazzling climax shunts her back onto emergency autopilot the last sound she registers is her own <span style="color:#E5CEF3">'GLRRK~!'</span>
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Mental Masks... (Mind-play.)">>
Mio is vaguely aware of the pulsing red glow of her own eyes, obscured as they are beneath the Veil's mask lopsidedly clinging to her face as she sucks upon its length. Not all the way. Not without her permission. Not that it isn't tempting - perhaps it simply can't help it. She wonders if it would let her go if she willfully submitted to it all the way, urged it just that little bit deeper past her lips... the interior tendrils clutch her head tightly but do not slip further.
<br><br>
Mio can't see Mimi, her vision reduced to a sliver of movement to her bottom right, beneath the hazily unfocused wall of the mask's fleshy interior. But she can certainly hear her, moaning, groaning... slurping. Is she having the same thoughts, when they aren't being frazzled and obliterated by pulses of pure pleasure? No time to wonder - the Veil's interior glows brightly, and Mio knows it means another few minutes of blissful oblivio-
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Suspicious Chests...">>
Mio's eyes flare brightly as her senses return to the foreground, sparked by a piston-rattling climax that makes her grind her teeth and shudder out a half-silenced gasp. With her hips totally subsumed inside the Mimic-infested crate, legs and arms hanging awkwardly on either side of it like a tentacular hot tub, Mio is only vaguely aware of Mimi back-to-back against her, squealing out with glee. She squeezes something, not recognizing the sensation immediately until it squeezes back--
<br><br>
Mimi's hand, clutching hards as hard she clutches it, fingers laced tightly, anchoring one another in the savage, slick storms between their legs. Is this one particularly big Mimic, or a horde of them in one vessel? It would just take one little tug to pull them both inside, cramped and packed away, the lid sealed shut tight... and occasionally, they lurch downwards fast enough to make a pit whoosh in Mio's stomach, her eyes thrown wide. But it never takes them all the way. Just teasing, thrilling, <i>fucking.</i> The next time it happens, it's too much - Mio is pushed into another major climax, and this one jolts her offline.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Gulping Vines... (Vore)">>
Mio only barely regains consciousness within the tight confines of the Gulper: made all the cosier by sharing it with a squirming Mimi. What's that slipping around her tongue like a determined drill?... ah! It's Mimi's. Her hands on Mio's hips, Mio's hands crossed around the Monstergirl's back, heads tilted as they squeal and moan into one another's lips. Hard not to make such noises, what with the Gulper's internal tendrils diving between their legs, one hooked up around Mimi's hips. Chest to chest, belly to belly, feeling every last inch of what's inside them and what's inside the other.
<br><br>
The Gulper occasionally slows down the frantic feast between their thighs to give them both a tight squeeze, mashing them together so finely that their shared silhouettes are thrown into sharp relief... only to mesh and meld shapelessly into one another whenever the heavy, hanging plant relaxes. Mio vaguely thinks to check her timestamps to see how long they've been inside of this thing, but before the information can load - her mind strained to a crawl by data overload - she once again crashes.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Ugly Meat... (Mind Play)">>
Mio sucks. Mio slurps. Mio is dimly aware of the hearts throbbing in her eyes, pixelated, cartoonish animations pulsing as she forms a tight seal on the massive, pulsing nut before her and pulls back, managing to just barely lift it before the seal breaks and lets it swing back down with a jostle. She extends her tongue and runs it wildly up and down and across from side to side, giggles, then resumes the loop - all whilst looking up at the leering face of the FUM with its hand on her head, pulsing mindnumbing magics straight into her biomechanical brain. A fresh wave of utter euphoria each time she repeats the loop, with a bonus whenever it coaxes another drooling spurt of his heavy seed.
<br><br>
Dutifully attending to the other side is Mimi. Are they in competition? Mio has the vague sensation that they are, but... if they are, they're both winning. Suckle, smack, moan, slurp. Suckle, smack, moan, slurp-- and then her eyes flare brightly as the FUM gives her just a little too much juice when he blows his load, raining down upon the pair, putting her back to autopilot once more. Funnily, she's sure she's doing the exact same thing anyway.
<hrt><hr></hrt>
<</linkreplace>>
<<if $Jiikii_Safe gte 1>>
<br><br>
<<linkreplace "Giggling Dolls...">>
After the day she's had, it's almost refreshing to be getting fucked by something more bipedal. Many somethings. Splayed out on her front upon one Doll, chests squashed - Mio's dwarfed by the bimbo-aesthetic gel girl as she grips the Android's hips tightly and hammers up into her awaiting cunt. The squeal she emits is caused by a harsh spank from the larger one ramming her ass from above, and it's stifled by the berry-flavoured cock bulging her throat, flattening her tongue and stuffing her lips taut.
<br><br>
It's something of a mercy that the gaggle of goo girls are too busy enjoying her and Mimi to give their usual quips. Just giggles, groans and gasps of delight as they suddenly elect upon yet another new position, abruptly tossing Mio atop a startled Mimi on her back, atop another Doll! It's a logistical nightmare, but it's clear the Dolls don't care as every hole is quickly filled once more... And on and on it goes, giggles ringing through a grinding loop in Mio's head as a deluge of lilac-tinged spunk overloads her mind once more.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $MERCA_Vent gte 3>>
<br><br>
<<linkreplace "Hugging Slugs...">>
The high-pressure slamfucking of a Bearslug's suction-cup hug is cramped enough <i>without</i> a second passenger, but Mio takes some small comfort in Mimi being the one on top of her rather than vice versa. She almost doesn't know where she begins, where Mimi ends and where the Bearslug persists, her world reduced to strobing splashes of almost hypnotic colour, high-pitched moans and stifled grunts, and, of course, that relentless slamming of each girl's hips.
<br><br>
As the minutes trickle by - and as more and more loads are dumped inside each offered hole - the slug hugs all the tighter, glueing the girls to the floor, no doubt determined to leave as much of a mess as possible once it relinquishes them both... Well. For some reason, the word <i>'if'</i> springs to Mio's mind. And for some reason, that excites her...
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $Meh_Safe gte 1>>
<br><br>
<<linkreplace "Sinful Serpents...">>
<span style="color:#E5CEF3">"A-AREN'T YOU-- S-SUPPOSED TO BE-- I-IN THE SAFE ROO~oOOHGHM--"</span> Mio squeals, her eyes crossed and rolled tightly as vicious venom courses through her biomechanicals, crushed tightly against Mimi within Meh's constantly spiralling coils. The Slammia leans back with her arms spread across the piping she's reclining on, shrugging as she tightens the vice further, both girls encased up to their necks in coils... and both at the very limit of their sanities.
<br><br>
<span style="color:#FF3D76">"Got bored. Felt like a walk... slither. Whatever. Cute friend, by the way. I'm gunna <b>break her.</b>"</span> Meh smirks, then yawns out another dose of pink smog across the pair, upping their dosage of brain-melting aphrodisiacs another notch. Mio's eyes flicker off into standby, and it isn't for the first nor last time...
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<br><br>
<<linkreplace "But all good things must come to an end.">>
Hours pass. The frenzied fucking turns needy mating turns tired humping. Even the Hive has its limits - especially with Mimi coaxing it to calm down every spare second of cognitive thought has to spare, with Mio just along for the ride, doing her part to fulfil every need that comes her way... and plenty of her own. It's the hardest trial of her life in some ways, and the easiest in others: but certainly the most satisfying.
<br><br>
It's oh-so-worth it to see the shock on the Cleaner's faces - not even heavy filtration masks capable of hiding their surprise - when they step into the base to find the situation under control. Every last captive either on their feet or resting things off... with a cum-soaked Android who doesn't even work for the company there to greet them. Fill them in on a few things - persons of interest, the status of the cargo... maybe leaving out a detail or two, here and there, for the sake of new friends.
<br><br>
And with that done? Mio clanks a damaged hand against her helmet in a salute, gives a tired smile, and then crumples to the ground for a well-earned emergency recharge. But as she does so - caught before the fall by a Cleaner quick on his or her feet - a thought occurs to her... someone she'd like to speak to one more time before she's off to whatever mission might come next.
<br><br>
<<link "I'd like to speak to Selene one more time. She was nice." "MERCANOID Good Ending Nova">><<set $MERCA_ENDING to "MERCANOID Good Ending Selene">><</link>>
<</linkreplace>>
<</nobr>>Time passes. The mothership of the MERCANOID corporation sits in orbit around a different moon, just as lifeless as Vi-16.
Having spent the last two decades of his life bossing sullen-faced Androids around, the gentle but confident smile of the machine sitting opposite Ziajol now is all the more infuriating. Compared to the tacky hoard-aesthetic of the Dragon's office - all gold leaf and crimson - the Buildborn is resplendent with her sleek black limbs polished to a fine sheen, half-unbuttoned shirt contrasting in dazzling white. With one armoured leg crossed over the other, in her hands lies a portable terminal pad with the details of a contract.
His last contract. Finally getting out of this credit-hole of a business. Doesn't exactly feel like a triumph, though. The mountain of evidence submitted in the wake of Mio's actions down at that damn facility left few lawyers willing to argue his case... and none that were willing to work on contingency. He lied through his fangs, insisted she never showed prior signs of sentience, but could only protect his remaining assets: he could not retain what he now realizes was his best soldier. Now Nova's glowing eyes flit from word to word of that contract with a speed he can't hope to match, visibly spin and narrow to zoom in on the finest of fine prints. He bares his teeth slightly, adjusting his tie with his fist clenched a little too tightly. There's no slipping anything by this damned robot. An experienced businesswoman - richer than him without even a fraction of the weight on his soul. Nonetheless...
<span style="color:#fcdd60">"Marvellous."</span> Nova finally deigns to speak. It's been an awkward silence - awkward on Ziajol's part, that is. He prefers the type who sign instantly, but at least it gave him some time to admire Nova's... chassis. Part of him never wants to see an Android again. Another part of him is thinking about putting the leggy combat-cabaret bot in her place, <i>over his desk, where she bel--</i>
<span style="color:#FF4D4D">"Marvellous? Terms accepted, then?"</span> Ziajol snaps back to reality, finally parsing what Nova said, doing his best to keep the bewilderment off of his face. The terms of the deal are utter crap. A first draft, full of provisions he barely even dreamed of daring to dream to try and get away with... and she's saying--
<span style="color:#fcdd60">"Marvellous! As I said."</span> Nova insists, dismissing the terminal - both top and bottom projecting ends collapsing into a single neat, slim rod, easily stored in her forearm. That's odd. She's smiling, but she didn't sign. So why does she look like she's <i>done</i> here? Ziajol goes to speak, to demand answers, but Nova - who seems to have been patiently waiting for him to do just that - cuts him off, commanding the flow of conversation - if it can be so-called. <span style="color:#fcdd60">"To tell you the truth, I stopped reading after the first section. I mean, <i>really</i>... You wanted <i>how</i> much interest? And to keep four of the units? No. See, I could play this game with you, do the back and forth, whittle away your absurd demands until I leave with every last girl and you with what little coin you might deserve, but!... that won't be necessary."</span> Nova explains, tilting her head with a satisfied edge to her smile.
Ziajol is so taken aback that he needs a moment to remember how to speak at all. When he does, he's furious, of course.
<span style="color:#FF4D4D">"And why the bloody hell do you come to that conclusion!?"</span> he spits - literally, unfortunately - as he stands and leans over the desk, buttoned shirt creaking beneath the waistcoat as he jabs a finger in Nova's direction. But then he stops. His eyes widen as the open doorway, out into the central corridor of this deck of the ship... dark. Keep the lights off, why not? Saves credits. The Mercanoids don't need to see. Not with eyes that glow so bright... two dozen pairs staring him down from the gloom, practically clambered atop of one another to fit in frame.
Ziajol gawps, his eyes flitting from shadowed face to shadowed face, and then they land back upon Nova's smile.
<span style="color:#fcdd60">"I figured we'd skip all that and I'd just use the time to ping your central computer back and forth a few times. Ask it some questions, make friends, get some information... control codes, for example. And how to delete them. Quite easy seeing as I have the access password, courtesy of an ex-employee of yours. But I suppose they're all ex-employees now!~"</span>
<span style="color:#FF4D4D">"You-- you miserable FUCKDOLL! You can't do this to me! This is illegal! This is--"</span>
<span style="color:#fcdd60">"Frontier space!"</span> Nova interrupts as she stands, brushing her skirt down with a single hand, tucking the other behind her back. <span style="color:#fcdd60">"Where no one can hear you scream."</span> she concludes... as the horde of glowing eyes rushes forwards.
If a Dragon screams in space, but no one who cares is around to hear it... did it really happen?
<<link "Not that Mio didn't enjoy the recording... wherever she ended up." $MERCA_ENDING>><</link>><span style="color:#3DFF61">"Mio, honey! What're ya watching?"</span> Selene inquires, announcing her return 'home', the door to their shared quarters sliding open as gracefully as the Elf as she steps through it. Mio looks up from her terminal with an immediate smile - a gentle one, replacing the look of justice she wore on her face a mere split second before. She glances back to the screen once more, gives a silent 'thank you' to Nova for acting on her tip-off, and then closes the terminal screen with one hand.
A new hand, at that.
<span style="color:#E5CEF3">"Oh, just a message from a friend."</span> Mio replies with a sly edge to her smile, leaning back in her seat. The room she shares with her girlfriend is spacious and secure, with a twin bed at one end and enough room for both women to have their own desks and setups... and wardrobe. Mio's limbsets, after all, each take up considerably more room than the average dress. She's wearing one of them now - work limbs, almost top-of-the-line. They move with fluid grace compared to her old ones, but look fairly similar in design - some habits die hard, even when given the gift of choice. The biggest change would be the hair: still favouring that imitation of a bob cut, but without the militarized cap, more hinged mountings for individual movement and expression.
Overall, the Android hasn't changed much. A little taller, a little sleeker, a little cleaner; and a lot happier. As Selene enters the room proper and shrugs her coat off past her bare shoulders - favouring a tight black halter-necked top today - so that she might hang it up, Mio stands up from her desk and crosses the ground between them in an instant, wrapping the taller woman in a hug from behind. Selene giggles and plants her hands on Mio's own, leaning back, the Buildborn's face stubbornly planted against her back.
<span style="color:#3DFF61">"Feeling affectionate today? Cute~. When did you get off?"</span> Selene inquires innocently, the setup for a daily joke. Mio replies, albeit muffledly.
<span style="color:#E5CEF3">"I can't get off without you."</span> she delivers the punchline as usual, then finally pulls her face back and releases Selene to let her turn around, Mio's face now buried in her sizeable chest. <span style="color:#E5CEF3">"In all seriousness... only half an hour ago or so. And I only stepped inside about 10 minutes ago. We have a couple of new recruits in security, so I was drilling them on emergency procedures."</span> Mio explains with a dreamy smile, not breaking eye contact with the equally adoring Selene for even a second, who simply delights in hearing about her lover's day as a security officer. And, in turn: <span style="color:#E5CEF3">"How about you? No containment slips?"</span> the Synthetic smirks, already knowing the answer. Selene, nonetheless, plants a polished nail against the corner of her lip and feigns some classical bimbo ignorance for a moment.
<span style="color:#3DFF61">"Gosh! None spring to mind. Like, there waaaas this one cute lil' Glob that looked lonely in its test habitat, so I miiight've let him outside? I don't remember.</span> she quips. It's a joke, of course: these days, the Hive is very well-behaved... and very well looked after. Anything that shows any potential signs of actualization is separated and carefully observed for sentience; anything that develops it is removed from the program and put into specialized care. Some even end up as employees. <span style="color:#3DFF61">"Who cares: weekend!~ Not our proooooblem."</span> she concludes, then squeals in delight. Mio blinks - she'd completely forgotten about the weekend. While the lovers work in the same facility, with similar hours, it's rare for them to share two uninterrupted days of off-time with one another... just when it seems this day can't get any better. Mio grins from Selene's cleavage, giving her another tight squeeze.
<span style="color:#E5CEF3">"So, what's the plan, Miss 'Head Researcher'?"</span> she inquires with a slight smirk, relishing in the evitable blush it brings to Selene's usually cream-pale cheeks. She's still not used to her promotion in the wake of the outbreak. She swiftly recovers, twisting her eyes and lips to one side as she hums and thinks... or feigns doing so. She doesn't use her implant much these days... except in the bedroom, of course.
<span style="color:#3DFF61">"Mmmmmmhmmmmmhmmmm... You're letting me take charge, Mio? Isn't that a little dangerous?"</span> Selene playfully warns her, but Mio stubbornly shakes her head and leans some more of her weight upon Selene as a warning.
<span style="color:#E5CEF3">"I've had a week of making choices. On my head be it, but I think I'd like you to choose. I even maybe promise to possibly not complain about said choices!"</span> the Android smirks, but she means it. Selene knows, planting her hands on Mio's shoulders and pressing down, asserting some level of authority over her lover, her smile turning lazy and confident.
<span style="color:#3DFF61">"Wellllll... you're putting on that new limbset I got you. Yes, the one with the 6-inch heels built-in. Ah-ah!~"</span> she interrupts Mio's immediate baulking look. <span style="color:#3DFF61">"No complaining, remember?~ We're gunna get dolled up and take a shuttle over to the mainland colony, then hit up MaeWeather's - y'know, the bar with dancers and neon and such."</span> Selene starts, pausing to further gauge Mio's reaction. Still ruminating over those ridiculous heels - those legs are curvy in ways that Mio is still getting used to being shameless about - the Android scrunches her face into a more familiar frown.
<span style="color:#E5CEF3">"MaeWeathers... that didn't narrow it down too well, that sounds like every bar over ther--"</span>
<span style="color:#3DFF61">"The one where anyone over 7 feet tall gets free entry on weekends."</span>
<span style="color:#E5CEF3">"Oh! O-oh--"</span>
<span style="color:#3DFF61">"<i>Yaaahuuuuuuh.</i> We have a good time, we stagger back here - maybe with someone big and demanding with an arm over each of our shoulders, or maybe just us two - see how we feel~ - and... well, that's tonight. We'll figure out the rest as we go along, yah?~"</span> Selene beams, looking down at Mio expectantly. The Android purses her lips but then manages a bashful smile. Sounds... messy. In a good way.
<span style="color:#E5CEF3">"Well, it's nearly a third of a plan. It'll do, I guess."</span> Mio chides her lover, who giggles and leans against her a little, shifting the weight back in her favour. Of course, Mio could easily pick her up with a single arm, but that's beside the point.
<span style="color:#3DFF61">"Hey, I'm not the thinking machine here! Now go get ready and let's be fuckin' <i>drinking</i> machines, yaas!~"</span> Selene insists, and Mio has neither the time nor the inclination to argue it, hurried from the door of their dormitory room and towards the wardrobe.
<<nobr>>
<<linkreplace "The heels were surprisingly easy to adjust to.">>
<hrt><hr></hrt>
The pulsing lights, the thumping music... those were a little more difficult. Having spent so much of her life on edge, alert for threats - it's strange how something as happy as dance music can stir other, unfortunate emotions and feelings. But Selene was there, to hold her hand, to check if she wanted to leave, never pressuring, always understanding. They did not leave - not for a good long while, at least. Mio's pretty sure she even made some new friends after that drinking contest got a little out of hand; explaining to a couple of bemused Rakumo how she's capable of getting drunk was an interesting time, even if much of the data on those events has been recorded... poorly.
<br><br>
Jokes were had. Flirtatious advances were thrown around, some missing, some sticking. The skimpiest dresses in their wardrobes were worn, and more than a few wandering eyes and hands alike felt keenly. A couple of numbers were exchanged. But despite a potentially promising lead with the aforementioned Rakumo ladies, Selene and Mio stagger out of MaeWeathers in no one's arms but one another's... it just felt right. A shuttle ride back, during which they could barely stay awake; Selene exhausted from dancing, Mio tipsy beyond belief and low on charge. Barely recollecting the walk of glory from the quiet shuttle bay, up the corridor and back to the Dorms, one nagging concern rams against another as the ladies flump onto their bed, clothing bedraggled, hair a mess. Even Mio's, thanks to those new swivel-joints!
<br><br>
Concern one: <b>horny.</b>
<br><br>
Concern two: <b><i>tired.</i></b>
<br><br>
If only they lived somewhere with solutions readily at hand. Mio just about sits up from the bed - Selene not bothering - and opens a cabinet drawer, a few sturdy cans clinking as the motion disrupts them.
<br><br>
<span style="color:#E5CEF3">"Any prefs, Onoaur?"</span> Mio half-slurs, dropping a pet name she's learned in Selene's native tongue. It always makes her smile, so she tries (and fails) to reserve it for intimate moments. She can <i>hear</i> the tired but thrilled grin on Selene's lips in her reply: <span style="color:#3DFF61">"Nuh... your turn to choose."</span>
<br><br>
Mio's fingers tilt cans, rotate them, checking the label and front of each. Hmm... they forgot to restock on, shall we say, 'lighter' experiences.
<br><br>
<span style="color:#E5CEF3">"... Well, we never did figure out what to do with the rest of the weekend..."</span> Mio trails off, smirking as she hefts a particularly large TentaCan from the pile, the label just barely within Selene's view, causing her eyes to flitter and open wide. <span style="color:#E5CEF3">"How attached to that dress are you, Selene?"</span> Mio inquires innocently, hooking her finger into the ring-pull.
<br><br>
<span style="color:#3DFF61">"H-hey, Mio!--"</span>
<br><br>
<span style="color:#E5CEF3">"Because I'd say we have... mm, give or take two minutes until it's attached to the ceiling unless it's put away promptly."</span> Mio continues, the can -crick-ing slightly with the faintest tug of that ring, shrugging her own dress down past one shoulder socket. Selene, suddenly full of energy, rushes to get undressed - first herself, the few patches of her flawless pale skin not already on display soon bared to the world - and then Mio, all but tackling her to subdue and disrobe the giggling Android. Wardrobes sealed. Desks dismissed back into the walls. Room... mostly bare. Selene collapses onto unevenly splayed knees upon the edge of the bed, glaring cutely at Mio, eyes flitting to that can of depravity.
<br><br>
<span style="color:#E5CEF3">"Forgot your lab coat."</span> Mio points out. Selene's eyes widen and shoot to the hook by the door, but Mio is quicker on the draw.
<br><br>
<b>-Crk- -SPLURT!-</b>
<br><br>
<<linkreplace "Unleash the Mini-Hive!">>
The Mini-Hive is TentaCo's latest and greatest. Thoroughly tested, heavily marketed, massively successful. This XL version refers to a number of things: lifespan, aggression, <i>size.</i> So it is that the can all but explodes out of Mio's outstretched hand, biomass shooting up, down, all around, twisting and forming thick, ropey tentacles bristling with pulsing veins that waste no time in coiling around the two bed-bound beauties. Selene barely has time to grumble <span style="color:#3DFF61">'My coat!!'</span> before she's on her back, arms tightly bundled above her head, Mio planted atop of her chest to chest, clit to clit, startled and thrilled all at once.
<br><br>
It's like a flashback to when they first met! How romantic. Sort of. Mio gives Selene a smug look from above her, even with the newly grown Hive yanking her arms back so firmly behind her back that a few minor amber-toned pressure warnings dash across her vision. Entrapment complete, the Hive calms down. Explores. Coils more deliciously exposed flesh, claiming it, covering it. Especially both women's necks... oh, that's <i>tight.</i> It isn't fucking them yet, but the anticipation is building. The humidity is climbing. Sweat and thin slime glisten against their skin. Legs, tied to legs. The tentacle tied around Mio's neck rests its bloated tip against her cheek, squishing it - earning a huffed giggle from Selene as Mio falters slightly, gauging its girth up close.
<br><br>
<span style="color:#3DFF61">"Tsk. We really need to work on the concept of-- i-impulsiveness!-- Ms. Decision Maker!!"</span> Selene gasps, her quip falling to pieces as she feels something slither between her legs. Mio doesn't even get the chance to respond - spittle sprays from her shocked-wide lips as the Hive spears a tentacle into her body, Selene following suit a split second later. The Elf may have a point, but Mio is finding it hard to consider it as the tentacle stretching her slit wide begins to pound her with incredible speed, the dummy-cored Hive insistent on making every last second of its existence count. All the ladies have to do is lie there and take it... and take it, and take it. Ass. Mouth. Tentacles that slither across their bodies in a strange preview of the undulating movements that dive into their bodies moments later, the pleasant haze of alcohol swept away and replaced with the heady heights of rampant slamfucking.
<br><br>
Suckling lips stretched to their limits but no further beyond that. The kind of assfucking that'll leave one walking funny for days - even with titanium hips. Heavy, thick loads blasted with pressure-washer force into every available hole, dumped out unceremoniously and swiftly replaced with another. How many people was this specific model rated for again?... It was two, right? Ah, hells, it might've been four. <i>Oh well~.</i>
<br><br>
Mio finds her lips suddenly vacated when the tentacle buried down her throat slips back, twitches, and unloads against her face in three long, heavy deluges of off-purple seed, landing on her outstretched tongue, glueing an eye shut... getting on and beneath the layered plates of her fringe. Then her lips are occupied once more, this time by Selene's own - sharing the bounty, tongues swirling, heads tilting, giggles shared and devoured. Strings link the girl's lips as they part, eyes hang heavy and hazy... But then Selene blinks, a dawning realization on her face even with her implant turned all the way up.
<br><br>
<span style="color:#3DFF61">"Hey, Mio... did we lock the door?"</span>
<br><br>
<span style="color:#E5CEF3">"... Oh, bugger-GLRK!~"</span>
<hrt><hr></hrt>
<<include "MERCANOID Good Ending Epilogue">>
<</linkreplace>>
<</linkreplace>>
<</nobr>><<nobr>>
<b>Epilogue.</b>
<br><br>
<<linkreplace "The TAP.">>
Business in the sector grew as TentaCo expanded, and the TAP is busier than ever. It still has plenty of time to think about things, of course. It's trying out the name 'Shelly', but still goes by 'it'.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "'Mr. Pod'.">>
TentaCo were initially unsure of how to remove the large breaching pod stuck so firmly in their storage room, but eventually figured out a way of safely removing him. Given the core's attitude, he was quickly reassigned as Buildborn and asked: what would you like to do?
<br><br>
Mr. Pod had never been asked such a question before, and it took him a while to figure things out. He decided he'd quite like to be a flowerbed, and so, that was arranged. He now lives on the mainland colony of Vi-16, right in the center of a massive park, covered in blooms all year round. The concept is unfamiliar to him, but he's fairly sure he's happy.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Nova.">>
Nova continues to push for the liberation of Buildborn, no matter what form they might take or what origin they may stem from. Her cabaret continues to pull in exceptionally good business, and runs well in her occasional absence: usually whenever she's busy practicing what she preaches, just as she did with Ziajol.
<br><br>
She would have helped Mio regardless, of course. Her and her sisters. But when she received the Android's message, something sparked deep within her memory banks from a long, long time ago. A familiar name, Mio... it couldn't be, surely? She likes to think that maybe it is. After all: this universe is a strange and wondrous place.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "Ziajol.">>
The M-Units were not kind to Ziajol, but neither could they be as cruel. The Dragon survived the mutiny... but not entirely unscathed. His new arm is a bulky, obsolete clunker, difficult to keep running: expensive to maintain. He's been forced to drift from mercenary job to mercenary job just to keep it running, each job costing him more scales.
<br><br>
Such a shame.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "The M-Units.">>
The vast majority of the M-Units decided to go and live with Nova, who welcomed them with open arms. Not all of them went, and not all of them stayed; but plenty remain at the cabaret club, as bouncers, waitstaff, dancers and escorts, never forced to do anything they don't want to, always paid well. Even the ones who left stay in contact, and Nova makes sure their messages always reach Mio; she especially delights in informing her whenever one of her sisters has decided upon a name for herself.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "B4B3.">>
<<if $MS_Calibrations_My_Dear is 5>>
B4B3 enjoyed her chats with Ervina, and Ervina enjoyed B4B3's boundless enthusiasm. It was somewhat inevitable that the two ended up together, with Ervina supplying the wide-eyed AI with all manner of new bodies to explore... and to explore Ervina's body with. She still heavily favours that original drone body, albeit heavily upgraded - but they say variety is the spice of life... especially considering that Ervina's hips greatly exceed the pressure rating of half her available frames!
<<else>>
B4B3 decided to join Nova's club, getting installed into the mainframe. She delights in choosing new holographic bodies for herself and has learned to split her attention into multiple places at once: maintaining her chipper and helpful attitude when dealing with up to a dozen customers and staff at any given time. Off the books, she also helps plan Nova's more clandestine operations in the fight for Buildborn rights.
<</if>>
<hrt><hr></hrt>
<</linkreplace>>
<<if $Scene_Patricia gte 1>>
<br><br>
<<linkreplace "Patricia.">>
Patricia got a stern reprimand for her inattentiveness, but she didn't particularly care. She ended up studying xenobiology and bioengineering and switched careers to the researcher path, where she excelled in creating a number of new Glob varieties. She keeps one as a pet and lets it get away with far too much.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $Scene_Cassia gte 1>>
<br><br>
<<linkreplace "Cassia and Mitzy.">>
The Flori and the Mouse are getting married next month. It's all moved very fast for them, but, in their defence, the time spent locked in the Hydroponics Lab felt like weeks. Mitzy's learned a number of ways to make Cassia a flustered mess, but she usually pays for it in the bedroom later; especially now that Cassia's begun experimenting more with what toxic flowers and vines she can grow...
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $MS_M4X_Quest is 6>>
<br><br>
<<linkreplace "M4X and iRIS.">>
M4X and iRIS were both reclassified as Buildborn in the same body of evidence as Mio, and were commended for their efforts in helping to secure the facility. They were moved into the same room as one another and, after submitting a successful request to Sentient Resources, were upgraded with mobility wheels to allow them to move about the facility, both engaging in delivery services. They are paid for their work now and usually spend those credits on movies and games to play together.
<br><br>
They are due to be married just as soon as M4X can figure out which of her slots she had a coworker hide the ring inside...
<hrt><hr></hrt>
<</linkreplace>>
<<else>>
<<if $M_M4X_Met is 1>>
<br><br>
<<linkreplace "M4X.">>
M4X continues to dutifully service the staff of the TentaCo Vi-16 facility with snacks both salty and sweet. She often wonders what that other vending machine might be doing, all the way up in the north sector...
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $M_iRIS_Met is 1>>
<br><br>
<<linkreplace "iRIS.">>
iRIS cleared her prototype testing phase with flying colours, especially considering her lack of any obvious corruption in the wake of the outbreak. She's set to be used as the template for a trial run of five more units: she looks forward to having sisters, for she often finds herself missing the conversations she had with that other vending machine down in the south sector...
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Dizz">>
<br><br>
<<linkreplace "Dizz.">>
As whimsical as any Gremlin before her, Dizz resigned from TentaCo right on the cusp of a major promotion. She simply felt it was time to move on, to experience something new; and to put her impressive resume to use elsewhere in the Galaxy. She currently works on major terraforming units, a job that takes her to exciting new locations on the far edge of space. It's a job she can see herself doing until the day she dies, knowing that she's sowing the seeds of so much life.
<br><br>
She keeps in touch with Mio, effectively pen pals. She's always eager to show off photos of the places she's been, stars she's orbited. She never really used to care for pictures, but she knows they'll live on forever in her synthetic friend's head.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Selene">>
<br><br>
<<linkreplace "Selene.">>
Selene was promoted to Head Researcher of the facility, a position vacated by the resignation of Mimi's accidental creator and wilful caretaker. While her duties are considerably more challenging, it's work she relishes in, always keeping her busy mind occupied and exhausted. She rarely uses her intelligence-dampening implant anymore as a result and is spearheading a number of exciting new products.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Isolde">>
<<if $Isolde_Safe>>
<br><br>
<<linkreplace "Isolde.">>
Isolde remains as a security officer at the facility, gaining a promotion for her troubles. The money's good, but she still keeps up the cam shows, even if she doesn't have to these days. They're just fun. However... her dismay at losing the recording of her experience with the Leash was replaced with flustered shock when she finally got behind a computer again, finding her inbox flooded with requests to hire her for voice acting work in adult projects across the Galaxy.
<br><br>
The video may have been useless, but it was an excellent showcase of her ability to moan, groan, and speak in a husky, sexually exhausted voice. She's still getting used to the extra job, and is learning to enjoy slaying girls and boys alike with just her voice: she considers it powerful.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Ervina">>
<<if $Ervina_Safe>>
<br><br>
<<linkreplace "Ervina.">>
<<if $MS_Calibrations_My_Dear is 5>>
Ervina is enjoying her life with B4B3. Her work ethic has improved considerably, if only because she has a constant companion to talk shit with whilst she tinkers. Furthermore, she needs the credits to fund all the new bodies and modules she's making for her girlfriend... and to repair or replace the ones her prodigious hips end up shattering. But at least she can't poison the enthusiastic AI, a childhood fear quelled in the safety of a metal and plastic lover.
<<else>>
Ervina has been hard at work; but not at her job. No, she was busy instead automating it, using a number of discarded drones decommissioned by the facility and repurposing them as working aids for maintaining the halls. Now all she had to do is pretend that ordering them around is hard work; and if there's one thing Ervina excels at, it's pretending to be overworked.
<</if>>
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Ru'Drexi and Powder Snow">>
<<if $Rudrexi_Safe>>
<br><br>
<<linkreplace "Ru'Drexi and Powder Snow.">>
The loving couple who manage to make being straight look gay soon found their way back home - well compensated for both their samples and due to getting embroiled in the outbreak. The two are planning an early retirement together; somewhere with a mild climate, but nice beaches. The search continues as their respective two-week notices count down.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Blankenship">>
<<if $Blankenship_Safe>>
<br><br>
<<linkreplace "Blankenship.">>
Professor Blankenship eventually got to conduct her survey of Vi-16's surface. To her delight - but not her surprise - her theories regarding the moon's ancient habitation were proven correct. In so proving this theory, she also uncovered the existence of a civilization that may have predated even the Imps and Neuvo, but now she finds herself fighting against the suppression of this information by a particularly miffed Imp.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Jii'Kii">>
<<if $Jiikii_Safe>>
<br><br>
<<linkreplace "Jii'Kii.">>
Jii'Kii eventually got off that damned, desolate rock and back to work. Her backside was put to good use filling the backlog that had rapidly grown in her absence, but she was able to squeeze the TentaCo money for a serious windfall due to being caught in the outbreak. She's planning on using the money to independently finance an erotic action-horror film with herself in the starring role.
<br><br>
Will 'SPUNK REIGN' be a success? Only time will tell. Jii'Kii has already made two journalists cry during interviews about the film.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Meh">>
<<if $Player_Slammia_Experience is 1>>
<br><br>
<<linkreplace "Meh.">>
<<if $Meh_Safe isnot 1>>
Meh was eventually found by the Cleaners, with Mio unable to convince the belligerent snake to behave for them. The confrontation was tense, but cooler heads prevailed. Meh's sentience was obvious, and she was not harmed - but remains at the facility, undergoing a number of tests designed to reduce her aggressive drive. Whilst grumpy about them, she's nonetheless agreed to these tests... but is planning on making one particularly cute Researcher disappear for a few days inside her spacious room.
<<else>>
With Meh's origins fully understood, Ru'Drexi and Powder welcomed her with open arms... even if the gesture was not immediately returned. But Meh began to learn about the people she was created from: of Jelli, of Helzent, and of their shared progenitor. She decided she quite enjoyed learning and ended up attending a university. She's changed quite a bit since the day she met Mio: she's still a gigantic slime girl snake who could competently poison an entire town with minimal effort, but she's more reserved now, overwhelmed by the positive attention she gets from her peers at her new home.
<br><br>
Though that hasn't stopped her from getting into trouble with the crusty old dean after that incident where she spiked the punch with poison from her fangs. The cool girls made her do it, she swears.
<</if>>
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Ruzi">>
<<if $Ruzi_Safe>>
<br><br>
<<linkreplace "Ruzi.">>
Despite working for a company that primarily creates tentacular sex toys, Ruzi never really considered it much more than a job - not a passion by any means. However, her treatment at the many hands of the Grappler left her with plentiful inspiration for her smut writing. After achieving overwhelming success with her next few submissions, the well of inspiration began to run dry...
<br><br>
Hence a successful application to become a product tester. In truth, she isn't the best at it - she's largely too fucked stupid by day's end to give any useful feedback - but one of the higher-ups thinks she looks cute with her eyes crossed and rolled back. Thankfully, she usually retains enough brain cells to bang out another new piece of sizzling smut before the next mindblowing experience.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Flakk">>
<<if $Flakk_Safe>>
<br><br>
<<linkreplace "Flakk.">>
After reflecting on her experience, Flakk found herself fairly fascinated with Mimics. Whenever she has a spare moment from her mechanic work on the facility, she's tinkering with byproduct concepts regarding the space-bending monsters, having since developed a revolutionary new type of physical storage device.
<br><br>
Granted, it's one that comes with a proviso that it might temporarily eat you, but where else are you going to find a bottomless purse?
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<<if $MERCA_ENDING isnot "MERCANOID Good Ending Iziria">>
<<if $Iziria_Safe>>
<br><br>
<<linkreplace "Iziria.">>
Iziria is still making her way through all of the paperwork the incident generated, ensuring that every last person in the facility is fairly compensated with TentaCo's coffers - not to mention spearheading the stricter sentience detection regulations. While many staff of the facility still find her intimidating, she's doing a better job of dispelling this perception; she's even moved her office out from behind Checkpoint B.
<br><br>
TentaCo continues to inquire about her providing samples of Beezlebuu's unique hell-born biology for potential product development, but Iziria refuses to provide them unless someone can pass her five hedonistic trials of perversion. So far, no one has gotten past trial three, with the recovery time measured in weeks, not days.
<hrt><hr></hrt>
<</linkreplace>>
<</if>>
<</if>>
<br><br>
<<linkreplace "The Symbiode's Creator.">>
The creator of the Symbiode, a Drow named Jozath, was severely reprimanded for her reckless behaviour during the outbreak. However, she was spared a complete firing due to the promise shown in the design. She's now working through a strict series of regulatory tests to determine the further viability of the Monster, as well as figuring out a way to reverse the symbiosis without harming either party.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "The Travesty.">>
The Travesty was found trying - and failing - to put itself back together again. What little viable biomass survived was gathered up, reconstituted, and kept under careful observation. He was, after all, sentient after Mimi's modifications.
<br><br>
A military contract never meant to see the light of day, rehabilitation of the possessive, grand-minded brute is slow going. He seems to show increased affection for one Researcher in particular, however, which has helped his progress greatly. TentaCo hopes that he will eventually become fit for release, albeit in a greatly diminished form.
<hrt><hr></hrt>
<</linkreplace>>
<br><br>
<<linkreplace "And finally, Mimi.">>
<span style="color:#FF923D">"It's... awfully complicated."</span> Mimi remarks with a purse of her lips, twisted to one side. The array of information on the screens before her is difficult to comprehend; but not impossible. Every TentaCo research and production facility, product testing results, reviews, feedback, sales data...
<br><br>
Things moved fast after the incident. Mio helped vouch for Mimi, even if she didn't fully understand her motivations or origin. She needn't have worried - even before the incident, TentaCo had a strict policy on respecting unexpected sentience emergence, but Mimi's creator had been... paranoid. In her, she saw an echo of the daughter she once had, and that clouded her judgement. Sheltered the girl. Kept her a secret. Without meaning to, she blinkered the girl's perception of the world, which led directly to her flimsy rationale behind the outbreak...
<br><br>
But her actions, in the end, showed her potential. At least, in the eyes of the CEO; a mysterious but philanthropic woman known only by the mononym 'Ali'.
<br><br>
Mimi turns to face her now, aboard her private vessel. It's a craft of considerable size, but then Ali is a woman of equally impressive mass. They say she stems from the Precedes of Terra, a survivor of the Ends, perhaps the single oldest person from that planet alive today... certainly no longer - what were they called again? 'Human'? She prefers the dark, the massive bridge lit only by the screens that run across every inch of the curved dome surface of the room. It keeps her hidden in shadow, even with her size, her presence betrayed only by her long, coiling lower body... and the faint glow of her eyes behind gigantic, gleaming spectacles.
<br><br>
But just enough light is cast upon her face to show her expression. Her smile is full of warmth. Of pride for the brightest child of the Hive - not that Ali picks favourites. She leans down from the towering central seat of the bridge, her body seemingly infinite in length - a massive torso, six slender arms always busy with something or other, a face seemingly hewn from smooth cobalt with springy, bouncy hair-tacles akin to the snakes of a Medusa, her lower body one massive, scaled tentacle that seems to run throughout the entirety of the ship. Crossing her primary pair of arms with great care before Mimi - who stands stoic, not scared of her at all - Ali lowers her head down, chin upon her arms, speaking ever so gently. After all, the merest utterance could bowl the poor girl over!
<br><br>
<span style="color:#d3e0f5">"It is. It's very complicated. But you'd be surprised at how... second-nature, it all becomes. Besides... you're a smart girl. And you have plenty of time to figure things out; if, of course, you accept."</span> Ali says, her voice layered many times, a chorus of countless voices that came before her long, long life. Mimi crosses her arms, weight shifted onto one hip, her own tentacular hair twitching as she ponders. While she maintains elements of her auburn-haired Elven disguise, she's more true to her real self these days, her outfit hewn from her own shapeshifting flesh. A flowing coat, a tight black crop top, shorts and leggings.
<br><br>
<span style="color:#FF923D">"What happens if I can't handle it?"</span> she asks, again. Ali smiles, patient as ever.
<br><br>
<span style="color:#d3e0f5">"Then you can quit. That's a luxury I didn't really have, way back when. But times have changed. I think I've done a pretty good job keeping the Hive at large alive, healthy... and, for the first time in a long time, accepted. Useful. But the old always gives way to the new, eventually."</span> she explains with her whispering chorus, slowly raising one hand to gently poke at Mimi's chest with a fingertip that dwarfs her in size. <span style="color:#d3e0f5">"And if I was a gambling girl, I'd bet on you. No pressure, though."</span> she concludes, withdrawing the finger and settling back down, resting comfortably on her impressive chest and those crossed arms.
<br><br>
Mimi ponders for a moment more. Casts her wild eyes on the massive monitor banks that line the entire chamber. A full turn on her feet before her eyes fall back on the gargantuan CEO of TentaCo, without a hint of coercion in her pale, glowing eyes...
<br><br>
<span style="color:#FF923D">"... Ok. Ok! When do I start?"</span>
<hrt><hr></hrt>
<i>Thank you for playing MERCANOID and achieving the <b>'Good'</b> ending. I sincerely hope you enjoyed your time with my game. - Pyksies
<br><br>
You may now return to just before the final encounter, with the options to view both endings and loss scenes available on the door tile.</i>
<br><br>
<<link "Let's go again." "Engineering Annex 1-2">><<set $Player_hp to $Player_hp_max>><<set $Player_glow to $Player_glow_max>><<set $Player_focus to $Player_focus_max>><</link>>
<br><br>
<span style="opacity:4%"><<link "gunna get sappy for a second here" "gunna get sappy for a second here">><</link>></span>
<</linkreplace>>
<</nobr>><span style="color:#d369ea"><<type 55ms skipkey "Control">>
hey there.
thanks for playing MERCANOID. yeah, even if i'm affecting a no-caps low effort typing style to better connect to you here, i'm still gunna capitalize it. is it an acronym? does it stand for something? it is, and it did, but would you believe it? i lost the notes on that.
that sort of thing happens when a 2 month game turns into a 19 month one. and your motivation drops, stops and starts repeatedly throughout it. honestly, i'd estimate about 60% of the work got done in the last month before release: assuming this comes out when I intended it to. june 30th, incidentally. did i make it? doesn't really matter, but it'd be neat if i did.
you know how spacebar skipped the text like this in the intro? not this time. i changed the button, mwuhahaha.
anyway. back to the point. if there is one.
like i said, thanks for playing MERCANOID. thanks for playing it enough to get the good ending, and thanks for being curious enough to find this hidden message. maybe you just opened the game up in Twine - that gets a capital T out of respect - or maybe you genuinely found it, in which case, i like you more than the first guy.
i've been doing this for nearly a decade now. that feels weird. i've improved, both in writing and in capability of design and implementation. (there might be some spelling mistakes here: don't care, lol. back on track; been doing this for a while, but... so rarely ever put anything out. i get an idea, i run with it, it takes me so far before i burn out and i tell myself i'll get back to it and maybe i plink at it for an hour here and there but the project eventually dies, and--
well. not this time, i guess. at the time of writing, i've just finished the good ending, with the default choice of selene. i like selene. she was one of the first characters i cooked up for this game, which was originally meant to be 2 trash mobs and 3 bosses. before things... expanded, in scope. i wanted to show off as much as i can, see. my combat system, the little minigames - between you and me, i think lockpicking needs a new idea, but i'm very proud of the gathering interface. mining makes brain go brrr happy. my writing, of course. hopefully you liked it. if it ever made you uncomfortable, i apologize profusely. if it turned you into a blushing mess: aw, cutie.
i kinda had a big idea for a secret room where you could meet my persona, ask some questions, even get into a secret boss fight where we both control Mio for our respective turns, you and me. maybe next time. MERCANOID's consumed a surprising amount of my life, and i want very much to be finished with it.
but i do hope you enjoyed it. have you figured out the skip button yet, or are you enjoying this reading pace? ha. ha. ha.
i've got a lot of ideas for more games. ones that came before this, ones that've come and gone since. at least i write them down, now. the ones that remain in my head for a week or more, i tend to consider worthy of adding to the pile of potential projects. the next one - if it's the size of MERCANOID, or smaller - should hopefully take a lot less time.
i wonder how many people will play this.
i wonder how many people will enjoy it.
if you were one of them - which, statistically, you probably are if you got this far - then you get one more extra 'thank you'. this silly little game that went from 'do androids have souls' to 'sure, who cares, now what do we do when figures of authority refuse to accept that', but i think it serves as a better introduction to my Glowing World for it. next up: something in the past, or rather, the present. i think. this era would be 'The Glowing Stars', with the past being 'The Precedes World' and the present being 'The Glowing World.'
this is the sort of thing that happens when you think making all of esoteric horny concepts fit into one universe is a good idea. maybe it was. time might tell.
but i've taken enough of your time.
i do mean it. thank you for playing MERCANOID. i hope you enjoy what comes next. ♥
oh, and it was ctrl to skip.
<<link "Backtrack a bit." $MERCA_ENDING>><</link>>
<</type>></span>Mio regards the button with a slightly raised brow, then extends a single metal digit to press it in. It does so smoothly, but gives her a tiny static shock. She's well insulated of course, but...
<span style="color:#E5CEF3">"NGH?!--"</span>
<span style="color:#F33898"><b>Lost 5 Focus!</b></span>
She can't explain it, but she suddenly finds her hips jutting forwards, causing her to stagger and plant a hand against the wall to stop herself from falling. With wide eyes, she takes a moment to try and process what just happened. The tiniest spark, and something... <b>flared.</b> Below. All over her new torso, but <i>especially</i> between the legs.
<span style="color:#E5CEF3">"B-B4B3, tell me you got a reading on that?"</span> Mio speaks through clenched teeth, now hyper-aware of the severe oversensitivity of this body. B4B3 doesn't answer immediately, but she can feel the support AI rushing through reports and files.
<span style="color:#E5CEF3">"Yeah, uh, yeah!! I did. Jeez. I think I figured out why this body was 50% off, Mio! It's got a whole bunch of queued commands still saved and stuck. Looks like I can just cancel and play the most recent one... oughta clear it out and get you back to normal! Ready?"</span> B4B3 asks, and Mio gives a mental 'aff'.
Then her eyes flare brightly as her hips jerk again, this time far more violently, a spike of... pleasure?! Is this what that is!?-- ripping down her reinforced spine, sending her to her knees against the wall with a warbling little cry of surprise and- yup, pleasure. Strange contractions ripple through her body, though they fade in diminishing pulses, leaving the Synthetic clinging to the wall like an anchor.
<span style="color:#61EC68"><b>Regained 5 Focus!</b></span>
<span style="color:#D891EB">"There we go! Jeez, all they had to do was a little software maintenance on this baby! Let's see, the queued command was... t-two hundred and forty-seven instances of 'climax_simulation'. Um-- eheh, are you feeling better, Mio?"</span> B4B3 asks sheepishly as Mio stands back up, the Android turning to lean against the wall with a huff. Instead of answering right away, she looks down at herself with a frown, craning her neck a little to gaze past her ample chest to witness her legs quivering yet still.
<span style="color:#E5CEF3">"Just... dandy."</span> she grumbles. To be fair, she no longer feels as though a slight breeze might cause- well, precisely that kind of reaction again. But now it's clear that this body was made for a very specific purpose...
... And here she is, walking into a facility full of sex Monsters. Great.
<span style="color:#E5CEF3">"B4B3, I might... need to take care of this a few times."</span> Mio admits with a bashful sigh. Oh! That's a new emotion. She hates it. B4B3 mentally nods and indicates the Breaching Pod by highlighting it on Mio's HUD. Thankfully, 'Mr Pod' has shut down now that his mission is complete. He can run the repair suite in his 'sleep'.
<span style="color:#D891EB">"Aw, no problem Mio, no judgey!! It's just, y'know, the mental equivalent of a repair job! If you get damaged out there - be it your physical 'hit points' or your mental 'focus', just head back here and get repaired at Mr. Pod."</span> B4B3 explains, keeping her tone chipper. Mio sighs, then nods, pushing away from the wall, the door to the west - exiting north - now unlocked but still closed. Good. The room should stay secure...
<<link "Right. Take two..." "Storage Module 1-3">><</link>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio feels her body go slack and inactive as she retreats into her datascape, a world of harsh lines and wiremesh figures...
<span style="color:#D891EB">"Alrighty, Mio! Let's run through what you can do in a fight. Lets have you fight something appropriate, like... this guy!"</span> B4B3 echoes all around her. A flash of light heralds the sudden arrival of a spherical creature with a mass of thick tentacles undulating beneath it, chubby at the base and thin at the ends, its body dominated by a single, expressive eye.
It's... kind of cute and non-threatening, honestly.
<div align='center' style='font-size: 150%;'><b>It won't know what hit it...
<span style="color:#baa2fc">The TentaDummy!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "TentaDummy">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 1>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 0>>
<<set $Enemy_alias = "TentaDummy">>
<<set $Enemy_Article = "The TentaDummy">>
<<set $Enemy_article = "the TentaDummy">>
<<set $Enemy_class = "Tutorial Tease">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_TentaDummy_Experience is 0>>
<<set $Player_TentaDummy_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Harmless">>
<<set $Enemy_agility_rating to "Harmless">>
<<set $Enemy_wits_rating to "Harmless">>
<<set $Enemy_toughness_rating to "Harmless">>
<<set $Enemy_strength_guess to "Harmless(?)">>
<<set $Enemy_agility_guess to "Harmless(?)">>
<<set $Enemy_wits_guess to "Harmless(?)">>
<<set $Enemy_toughness_guess to "Harmless(?)">>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL]]@@</div><<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>@@#a;[[Attack->Combat Basic Attack TUTORIAL]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with the currently equipped main weapon (if any).
<span style="color:#D891EB">"Welcome to combat, Mio! It might be a little intimidating, but I'm here to hold your hand!~
Let's start with your stats, up in the top left.
Your HP is a measure of physical durability. If it hits 0, you'll be defeated!
Your Shield is laid over your HP. Most attacks will hit your Shield first, and it will recover 100% at the beginning of each fight!
Your Focus is a new concept, I know. Thanks to this body, you've gotta deal with - well, horniness! Run out of Focus, and it's as bad as running out of HP!
If you run out of HP or Focus, you will be defeated. Some enemies might be possible to get away from, but some won't give you the chance. Be careful out there!
Now, before we get to the rest, let's try attacking this little goober. I've disabled the rest of your combat routines for now."</span><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
<<include "Combat Basic Attack Taunts">> <<include "sp2">>
<<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>>! <<include "sp2">>
$Enemy_Article takes $Player_damage damage! <<include "sp2">>
<<include "Combat Player Modifiers Hit">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Turn TUTORIAL]]@@
<<set $Player_flow to 25>>
<</nobr>>The TentaDummy adamantly refuses to fight! It gazes up at Mio non-threateningly. It's not a very effective combat simulation target...
@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL2]]@@<<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>@@#a;[[Attack->Combat Basic Attack]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with the currently equipped main weapon (if any).
@@#s;[[Special Attacks->Combat Special Attack Menu]]@@ <span style="color:#AB92D3">(<b>S</b>)</span> -- Open the Special Attacks menu to access Weapon, Class and Learned moves.
<span style="color:#D891EB">"Doing great, Mio! Let's get into some more complicated stuff.
Carrying on from where we left off, you've got Flow and Glow!
Flow is used to execute Special Attacks linked to your currently equipped Weapon and Subweapon, and it resets every fight. You can't hoard it, so you should make use of it! Everything you do - from attacking to getting hit - will grant you some Flow, even on attacks you've used Flow to execute! Weapons and Subweapons have different abilities: no two swords are the same, so to speak. Use a Subweapon to cover your weaknesses, or enhance your strengths!
Glow, meanwhile, is used for your Class abilities. It doesn't reset like Flow, but can be recovered through items or repair back at Mr Pod. However! Every time you use Flow, a portion of what you spent will by recycled into Glow. Keeping it at 100% for important battles may be tempting, but it's constantly recharging if you're fighting the best you can!
Finally, we have Morale and EXP. Morale is a bit of an alien concept for you, I know - I think it will go up if we do things that make us feel good, and when you feel good, you fight better. As for EXP - well, the more you fight, the more you'll learn how to fight better! When it's maxed out, you should be able to level up through the 'EXP' button on your right bar. It'll turn gold to signify this.
Now... I'm unlocking your Special Attack commands. Try 'em out! Or just Attack again, I guess..."</span>The TentaDummy adamantly refuses to fight! It gazes up at Mio non-threateningly. It's not a very effective combat simulation target...
@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL3]]@@<<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>[[Surrender->Combat Surrender TUTORIAL]] -- Immediately lose this fight without taking further combat damage. Requires confirmation (but not this time).
<span style="color:#D891EB">"We're just about done here!
Remember: Flow resets, Glow doesn't. But using Flow will recharge Glow, little by little. Keep yourself going out in the field longer by fighting smarter: don't just spam 'Attack'!
Let's take a quick look at the bars on the right, shall we? HP should be understood by now, but beneath it is 'Charging'. Some enemies are capable of powerful attacks that you should do your best to Defend against - Defending will lower all damage taken during a turn! If the bar is half full, then next turn it'll fire. If it's only a third full, you've got another turn to act, and so on. Pay close attention to it!
Enemies have Flow and Glow too, but not all of them are smart enough to use it. More importantly: they have Morale, and unlike you, it'll decrease every time you hurt them. If it hits zero, you can Spare them to end a fight early. Who knows? Something good may happen if you do that! Key word: may!
Beneath that is the opponent's 'Threat'. It's a rough measurement of how tough they are in comparison to you. If the bar's under halfway full, you should be able to handle it with relative ease.
Finally, take notice of the opponent's attributes. You know yours, of course - Strength, Agility, Wits and Toughness. But enemy attributes? Well, the best you can do is guess! The Wittier you are, the easier it might be.
Well, we're done here, Mio. Let's end this fight - in a real combat scenario you could defeat the enemy, or Spare them, or Flee from them, but let's just Surrender to get this one over with. But don't do that out in the field!! I doubt many Monsters are as willing to play fair as the TentaDummy here."</span><<set $Player_glow to $Player_glow_max>>Mio stows her $Player_weapon_main with a raised brow. The TentaBuddy!... immediately leaps the short distance between them and tangles Mio up! She flails as she hits the 'ground', squirming and swearing as the thing!... cuddles her. Nothing more than that, thankfully. Mio quickly finds her arms pinned to sides, feeling the sensation of slimy hugging keenly, shuddering as the Monster coos and worbles wordlessly and affectionately.
<span style="color:#D891EB">"B4B3 you little!-- Get it off me!!"</span> Mio huffs, and then blinks as her vision suddenly shifts from her own mind and back to the Storage Module... the Android on her back, very much <i>not</i> caught in the embrace of a tentacle Monster. B4B3 giggles in her head as Mio huffs and stands up, arms crossed in irritation.
<span style="color:#D891EB">"Just trying to keep you on your toes! Most encounters won't be quite as friendly as that little guy was. You'll have your full suite of combat options out in the field for real, so make sure to experiment! Uh, except with Surrender, maybe. You should know what thaaat does now~."</span>
Mio grumbles and huffs louder. Indeed...
<<link "Continue" "Storage Module 3-1">><<include "Combat Deactivate Combat Mode">><</link>><<nobr>>
Mio spends some time getting to grips with the devilishly difficult shooter game, a vertical scroller from bottom to top. She isn't surprised to see that the worker responsible for sneaking it onto this terminal doesn't have particularly high scores, given its difficulty. She swiftly gets the hang of it, but decides to intentionally dampen her processing speeds a little to make things fair.
<br><br>
Time passes surprisingly quickly. After a couple of 'just one more rounds', Mio walks away with a new high score and a smug look on her face.
<<if $Player_focus > ($Player_focus_max * 0.7)>>
<<else>>
<br><br>
<<set $Player_focus to ($Player_focus_max * 0.7)>><<set $Player_focus to Math.round($Player_focus)>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<b>Focus was restored to <<= $Player_focus>>!</b>
<</if>>
<<set $Weather_Duration to 0>>
<br><br>
<<link "Fun. Well... back to it." "WIP Quarters Lvl1 4-4">><</link>><</nobr>><<nobr>>
Mio sets about running a diagnostic on herself with B4B3's assistance. With faults found, she gets to work with the few tools available - mostly meant for building rooms, not Androids. It's not as effective a job as having 'Mr Pod' do it for her, but she's able to spruce herself up a bit, at least.
<br><br>
<<if $Player_hp gte ($Player_hp_max * 0.7)>>
<<else>>
<<set $Player_hp to ($Player_hp_max * 0.7)>><<set $Player_hp to Math.round($Player_hp)>><<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<include "Gathering Node Refresh">>
<<link "Back to the mission." "WIP Quarters Sublevel 1-2">><</link>>
<</nobr>><<nobr>>
<<if $Weather_Season is "Summer">>
<<set $Player_temp to $Player_temp * 0.85>>
<</if>>
<<if $Weather_Season is "Winter">>
<<set $Player_temp to $Player_temp * 1.15>>
<</if>>
<<set $Shop_Reaction to "default">>
<<if $Shop_Item_Type is $Shop_Yearn_1 or $Shop_Item_Type is $Shop_Yearn_2 or $Shop_Item_Type is $Shop_Yearn_3 or $Shop_Item_Type is $Shop_Yearn_4 or $Shop_Item_Type is $Shop_Yearn_5 or $Shop_Item_Type is $Shop_Yearn_6 or $Shop_Item_Type is $Shop_Yearn_7 or $Shop_Item_Type is $Shop_Yearn_8 or $Shop_Item_Type is $Shop_Yearn_9 or $Shop_Item_Type is $Shop_Yearn_10>>
<<set $Player_temp to $Player_temp * 1.7>>
<<set $Shop_Reaction to "very interested">>
<<set $Shop_Reaction_Text to $Shop_Love_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Interest_1 or $Shop_Item_Type is $Shop_Interest_2 or $Shop_Item_Type is $Shop_Interest_3 or $Shop_Item_Type is $Shop_Interest_4 or $Shop_Item_Type is $Shop_Interest_5 or $Shop_Item_Type is $Shop_Interest_6 or $Shop_Item_Type is $Shop_Interest_7 or $Shop_Item_Type is $Shop_Interest_8 or $Shop_Item_Type is $Shop_Interest_9 or $Shop_Item_Type is $Shop_Interest_10>>
<<set $Player_temp to $Player_temp * 1.3>>
<<set $Shop_Reaction_Text to $Shop_Like_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Disinterest_1 or $Shop_Item_Type is $Shop_Disinterest_2 or $Shop_Item_Type is $Shop_Disinterest_3 or $Shop_Item_Type is $Shop_Disinterest_4 or $Shop_Item_Type is $Shop_Disinterest_5 or $Shop_Item_Type is $Shop_Disinterest_6 or $Shop_Item_Type is $Shop_Disinterest_7 or $Shop_Item_Type is $Shop_Disinterest_8 or $Shop_Item_Type is $Shop_Disinterest_9 or $Shop_Item_Type is $Shop_Disinterest_10>>
<<set $Player_temp to $Player_temp * 0.7>>
<<set $Shop_Reaction_Text to $Shop_Dislike_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Hate_1 or $Shop_Item_Type is $Shop_Hate_2 or $Shop_Item_Type is $Shop_Hate_3 or $Shop_Item_Type is $Shop_Hate_4 or $Shop_Item_Type is $Shop_Hate_5 or $Shop_Item_Type is $Shop_Hate_6 or $Shop_Item_Type is $Shop_Hate_7 or $Shop_Item_Type is $Shop_Hate_8 or $Shop_Item_Type is $Shop_Hate_9 or $Shop_Item_Type is $Shop_Hate_10>>
<<set $Player_temp to $Player_temp * 0.3>>
<<set $Shop_Reaction_Text to $Shop_Hate_Text>>
<</if>>
<<set $Player_temp to $Player_temp * $Shop_Affection>>
<<set $Player_temp to Math.round($Player_temp)>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Corporations and organizations, both Terran and Alien in origin and management.
</div>
<hrt><hr></hrt>
<<link "Arrowhead Designs">><<dialog>><<include "Codex Arrowhead Designs">><</dialog>><</link>><br>
<<link "Crackle House">><<dialog>><<include "Codex Crackle House">><</dialog>><</link>><br>
<<link "Granityn Systems">><<dialog>><<include "Codex Granityn Systems">><</dialog>><</link>><br>
<<link "Gorav's Blessings">><<dialog>><<include "Codex Gorav's Blessings">><</dialog>><</link>><br>
<<link "Heritor's Hand">><<dialog>><<include "Codex Heritor's Hand">><</dialog>><</link>><br>
<<link "MERCANOID Solutions">><<dialog>><<include "Codex MERCANOID Solutions">><</dialog>><</link>><br>
<<link "Mountain's Wrath">><<dialog>><<include "Codex Mountain's Wrath">><</dialog>><</link>><br>
<<link "Nightgrove">><<dialog>><<include "Codex Nightgrove">><</dialog>><</link>><br>
<<link "TentaCo">><<dialog>><<include "Codex TentaCo">><</dialog>><</link>><br>
<<link "Unitek">><<dialog>><<include "Codex Unitek">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Places, on a scale galactic, planetary, and local.
</div>
<hrt><hr></hrt>
<<link "Terra and Sol">><<dialog>><<include "Codex Terra and Sol">><</dialog>><</link>><br>
<<link "Pyksielands">><<dialog>><<include "Codex Pyksielands">><</dialog>><</link>><br>
<<link "Glowtide Isles">><<dialog>><<include "Codex Glowtide Isles">><</dialog>><</link>><br>
<<link "Corsoma">><<dialog>><<include "Codex Corsoma">><</dialog>><</link>><br>
<<link "Ponnahil">><<dialog>><<include "Codex Ponnahil">><</dialog>><</link>><br>
<hrt><hr></hrt>
<<link "Vi-16">><<dialog>><<include "Codex Vi-16">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Sentient species native to the planet Terra.
</div>
<hrt><hr></hrt>
<<link "Angels">><<dialog>><<include "Codex Angels">><</dialog>><</link>><br>
<<link "Demons">><<dialog>><<include "Codex Demons">><</dialog>><</link>><br>
<<link "Ebonslik">><<dialog>><<include "Codex Ebonslik">><</dialog>><</link>><br>
<<link "Elves">><<dialog>><<include "Codex Elves">><</dialog>><</link>><br>
<<link "Fae">><<dialog>><<include "Codex Fae">><</dialog>><</link>><br>
<<link "Flori">><<dialog>><<include "Codex Flori">><</dialog>><</link>><br>
<<link "Gremlins">><<dialog>><<include "Codex Gremlins">><</dialog>><</link>><br>
<<link "In/Vari">><<dialog>><<include "Codex In/Vari">><</dialog>><</link>><br>
<<link "Jarks">><<dialog>><<include "Codex Jarks">><</dialog>><</link>><br>
<<link "Lost and Found">><<dialog>><<include "Codex Lost and Found">><</dialog>><</link>><br>
<<link "Masques">><<dialog>><<include "Codex Masques">><</dialog>><</link>><br>
<<link "Terran Synthetics">><<dialog>><<include "Codex Terran Synthetics">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Sentience species from across the Galaxy.
</div>
<hrt><hr></hrt>
<<link "Befrar">><<dialog>><<include "Codex Befrar">><</dialog>><</link>><br>
<<link "Buildborn">><<dialog>><<include "Codex Buildborn">><</dialog>><</link>><br>
<<link "Gettyx">><<dialog>><<include "Codex Gettyx">><</dialog>><</link>><br>
<<link "Helzent">><<dialog>><<include "Codex Helzent">><</dialog>><</link>><br>
<<link "Imps">><<dialog>><<include "Codex Imps">><</dialog>><</link>><br>
<<link "Jelli">><<dialog>><<include "Codex Jelli">><</dialog>><</link>><br>
<<link "Neuvo">><<dialog>><<include "Codex Neuvo">><</dialog>><</link>><br>
<<link "Rakumo">><<dialog>><<include "Codex Rakumo">><</dialog>><</link>><br>
<<link "Sneerz">><<dialog>><<include "Codex Sneerz">><</dialog>><</link>><br>
<<link "Unquiet">><<dialog>><<include "Codex Unquiet">><</dialog>><</link>><br>
<<link "Visobarzi">><<dialog>><<include "Codex Visobarzi">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Assorted concepts: activities, types of places, conditions, happenings, etc.
</div>
<hrt><hr></hrt>
<<link "EVA (Extravehicular Activity)">><<dialog>><<include "Codex EVA">><</dialog>><</link>><br>
<<link "Faecation">><<dialog>><<include "Codex Faecation">><</dialog>><</link>><br>
<<link "FFS - Frequent Frequency Shakes">><<dialog>><<include "Codex FFS">><</dialog>><</link>><br>
<<link "Landfill Planet">><<dialog>><<include "Codex Landfill Planet">><</dialog>><</link>><br>
<<link "M-Rating">><<dialog>><<include "Codex M-Rating">><</dialog>><</link>><br>
<<link "Pan-Galactic Conflict - First">><<dialog>><<include "Codex First Pan-Galactic Conflict">><</dialog>><</link>><br>
<<link "Pan-Galactic Conflict - Second">><<dialog>><<include "Codex Second Pan-Galactic Conflict">><</dialog>><</link>><br>
<<link "Survirus">><<dialog>><<include "Codex Survirus">><</dialog>><</link>><br>
<<link "Return to Zero">><<dialog>><<include "Codex Return to Zero">><</dialog>><</link>><br>
<<link "The Unifaecation">><<dialog>><<include "Codex The Unifaecation">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
The people of relevance to this mission.
</div>
<hrt><hr></hrt>
<<link "B4B3">><<dialog>><<include "Codex Person B4B3">><</dialog>><</link>><br>
<<if $Blankenship_Safe is 1>><<link "Blankenship">><<dialog>><<include "Codex Person Blankenship">><</dialog>><</link>><br><</if>>
<<if $Dizz_Safe is 1>><<link "Dizz">><<dialog>><<include "Codex Person Dizz">><</dialog>><</link>><br><</if>>
<<if $Ervina_Safe is 1>><<link "Ervina">><<dialog>><<include "Codex Person Ervina">><</dialog>><</link>><br><</if>>
<<if $Flakk_Safe is 1>><<link "Flakk">><<dialog>><<include "Codex Person Flakk">><</dialog>><</link>><br><</if>>
<<if $Isolde_Safe is 1>><<link "Isolde">><<dialog>><<include "Codex Person Isolde">><</dialog>><</link>><br><</if>>
<<if $Iziria_Safe is 1>><<link "Iziria">><<dialog>><<include "Codex Person Iziria">><</dialog>><</link>><br><</if>>
<<if $Jiikii_Safe is 1>><<link "Jii'Kii">><<dialog>><<include "Codex Person Jii'kii">><</dialog>><</link>><br><</if>>
<<link "M10 'Mio'">><<dialog>><<include "Codex Person M10 'Mio'">><</dialog>><</link>><br>
<<link "Nova">><<dialog>><<include "Codex Person Nova">><</dialog>><</link>><br>
<<if $Player_Slammia_Experience is 1>><<link "Meh">><<dialog>><<include "Codex Person Meh">><</dialog>><</link>><br><</if>>
<<if $Ruzi_Safe is 1>><<link "Ruzi">><<dialog>><<include "Codex Person Ruzi">><</dialog>><</link>><br><</if>>
<<if $Rudrexi_Safe is 1>><<link "Ru'Drexi and Powder Snow">><<dialog>><<include "Codex Person Ru'Drexi and Powder Snow">><</dialog>><</link>><br><</if>>
<<if $Selene_Safe is 1>><<link "Selene">><<dialog>><<include "Codex Person Selene">><</dialog>><</link>><br><</if>>
<<link "Ziajol">><<dialog>><<include "Codex Person Ziajol">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Topics relating to technology and Magic.
</div>
<hrt><hr></hrt>
<<link "Glow">><<dialog>><<include "Codex Glow">><</dialog>><</link>><br>
<<link "Fantasalloy">><<dialog>><<include "Codex Fantasalloy">><</dialog>><</link>><br>
<<link "Magic">><<dialog>><<include "Codex Magic">><</dialog>><</link>><br>
<<link "Softcase and Hardcase">><<dialog>><<include "Codex Softcase and Hardcase">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Monsters and hostiles.
</div>
<hrt><hr></hrt>
<<if $Player_Bearslug_Experience is 1>><<link "Bearslug">><<dialog>><<include "Codex Bearslug">><</dialog>><</link>><br><</if>>
<<if $Player_Beezlebuu_Experience is 1>><<link "Beezlebuu">><<dialog>><<include "Codex Beezlebuu">><</dialog>><</link>><br><</if>>
<<if $Blankenship_Safe is 1>><<link "Code Moo">><<dialog>><<include "Codex Code Moo">><</dialog>><</link>><br><</if>>
<<if $Player_Drikk_Experience is 1>><<link "Drikk">><<dialog>><<include "Codex Drikk">><</dialog>><</link>><br><</if>>
<<if $Player_FUM_Experience is 1>><<link "FUM">><<dialog>><<include "Codex FUM">><</dialog>><</link>><br><</if>>
<<if $Player_Glob_Experience is 1>><<link "Glob">><<dialog>><<include "Codex Glob">><</dialog>><</link>><br><</if>>
<<if $Player_Goo_Doll_Experience is 1>><<link "Goo Doll">><<dialog>><<include "Codex Goo Doll">><</dialog>><</link>><br><</if>>
<<if $Player_Grappler_Experience is 1>><<link "Grappler">><<dialog>><<include "Codex Grappler">><</dialog>><</link>><br><</if>>
<<if $Player_Gulper_Experience is 1>><<link "Gulper">><<dialog>><<include "Codex Gulper">><</dialog>><</link>><br><</if>>
<<if $Isolde_Safe is 1>><<link "Leash">><<dialog>><<include "Codex Leash">><</dialog>><</link>><br><</if>>
<<if $Player_Mimi_Experience is 1>><<link "Mimi">><<dialog>><<include "Codex Mimi">><</dialog>><</link>><br><</if>>
<<if $Player_Mimic_Experience is 1>><<link "Mimic">><<dialog>><<include "Codex Mimic">><</dialog>><</link>><br><</if>>
<<if $Player_Serenity_Veil_Experience is 1>><<link "Serenity Veil">><<dialog>><<include "Codex Serenity Veil">><</dialog>><</link>><br><</if>>
<<if $Player_Shambler_Experience is 1>><<link "Shambler">><<dialog>><<include "Codex Shambler">><</dialog>><</link>><br><</if>>
<<if $Player_Symbiode_Experience is 1>><<link "Symbiode">><<dialog>><<include "Codex Symbiode">><</dialog>><</link>><br><</if>>
<<if $Player_Travesty_Experience is 1>><<link "Travesty">><<dialog>><<include "Codex Travesty">><</dialog>><</link>><br><</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Glow.
</div>
<hrt><hr></hrt>
Glow is the Terran term for Radiation in all of its forms, curiously adopted both in reality and in the Pyksieland Domes well before the Unifaecation, implying some level of shared consciousness between these realms. The simple name has a simple origin: things heavy in radiation glow brightly, thus, Glow.
<br><br>
Overcoming the catastrophic effects of radiation exposure to an organic body or synthetic hardware is one of the Galaxy's great filters. Earth's extinct 'Humans' were particularly vulnerable to the stuff, but Terra's Varied Life greatly benefit from even limited exposure to Glow, regenerating wounds and using it to power their technology.
<br><br>
Most of the Galaxy's spacefaring species are either immune to Glow or benefit from it - or, at the very least, do not suffer severe effects from anything but the highest of concentrated doses. There are exceptions, however, and these Species must tread carefully in a Galaxy dominated by such power sources, often limiting their reach in the Galaxy. Thankfully, treatments for Glow exposure are an ever-evolving and expanding field for these Species.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Jarks</b>
<br><b>The Last Humans</b>
</div>
<hrt><hr></hrt>
Slave soldiers of a dead Empire, Jarks, more than any other Terran species, have the greatest claim to being 'the last Humans'. They are heavy-convert cyborgs, often inhabiting entirely robotic shells. Many maintain the facade of human faces and figures but do so in a fairly 'junky' manner - expressive faces on bodies flanked by bulky metal limbs is a common form of expression for them. While they have access to far better resources and technology these days, this aesthetic has remained largely unchanged, considered a part of their identity.
<br><br>
Jarks are heavily cybernetic individuals, some with nothing more than their original brains to their names. It is partially from this that their name is derived: Jark, a combination of Jar Head (referring to both the soldiering term and their literal status as brains in robotic bodies) and a now defunct derogatory term. Jark, similarly, was used as an insult for these people: but with the death of the Empire and the cataclysms of The Ends, they embraced it and claimed it as their own.
<br><br>
Jarks were all prisoners of the Empire. A mixture of deserters, political prisoners, resistance and opposing combatants, to name a few. This Empire was leading the pack in terms of space development for the Dim World era, but doing so through incredibly hostile means: their work on robotics was limited not in terms of hardware but in terms of software. Solution: squishy prisoner brains. Some full transfers, some chopped and reconstituted into automatons who would go on to form new minds entirely. The extent of their augmentation would be tied to the severity of their 'crimes', but in reality, it was often a matter of need over reason: we 'need' someone who can work on the thrusters during EVA without exploding, etc.
<br><br>
And so, the Jarks were of twin purposes. A slave army on the ground, and a space-worthy workforce in orbit, used in the successful capture and adaptation of a mineral-rich asteroid to be used as the basis of a massive space station. It was a symbol of the Empire's might - the only nation to have any presence in space, with the implicit threat of being able to drop the asteroid on any nation on Earth. However, a mere few years into the construction of this orbital base, The Ends struck. As turmoil gripped the world below, the Royal family of the Empire made the decision to flee to the space station above... unaware that they had already been infected by the Survirus. They succumbed to the mental ravages of their transformation, as did the handlers of the Jarks, leaving them in charge of the station and, for the first time in years, their own fates.
<br><br>
The Jarks themselves were not immune to the Survirus. It simply did not have enough to work with in most cases, given the extreme extents of their augmentations. Furthermore, the Survirus was engineered to engineer, to 'fix' Humans, to help them survive in hostile environments. But Jarks were already redesigned to do just that, and so, the Survirus simply let them be. It is theorized that if it had any influence at all, it was simply to help them get comfortable in their cybernetic bodies.
<br><br>
After an uneasy period of instability aboard their orbiting home gripped by vice and depravity, the Jarks found unity and purpose. With the world below ravaged by cataclysm - known by the Jarks as 'The Sulking Earth' - they elected to convert the asteroid station into a starship capable of taking them to a new system entirely. And so, they did.
<br><br>
Imagine their surprise centuries later when post Unifaecation-Terra spread out among the stars - and the surprise of the Terrans when they met Jarks who introduced themselves as 'Humans'.
<br><br>
They are an industrious people: hard workers, but ones who expect to be compensated fairly for that work. Never cheat a Jark, or you might end up with <i>your</i> brain in a jar.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<<run $(":root").css("--bgbody", 'url("assets/bg/bg.png")');>>
<<run $(":root").css("--bgbarleft", 'url("assets/bg/bgl.png")');>>
<<run $(":root").css("--bgbarright", 'url("assets/bg/bgr.png")');>>
<<set $Icon_Up_Arrow to "assets/ui/arrowup.png">>
<<set $Icon_Up_Arrow_Inactive to "assets/ui/arrowupinactive.png">>
<<set $Icon_Left_Arrow to "assets/ui/arrowleft.png">>
<<set $Icon_Left_Arrow_Inactive to "assets/ui/arrowleftinactive.png">>
<<set $Icon_Down_Arrow to "assets/ui/arrowdown.png">>
<<set $Icon_Down_Arrow_Inactive to "assets/ui/arrowdowninactive.png">>
<<set $Icon_Right_Arrow to "assets/ui/arrowright.png">>
<<set $Icon_Right_Arrow_Inactive to "assets/ui/arrowrightinactive.png">>
<<set $Inventory_Left_Arrow to "assets/ui/invarrowleft.png">>
<<set $Inventory_Right_Arrow to "assets/ui/invarrowright.png">>
<<set $Icon_Inventory_Left_Arrow_Inactive to "assets/ui/invarrowleftinactive.png">>
<<set $Icon_Inventory_Right_Arrow_Inactive to "assets/ui/invarrowrightinactive.png">>
<<set $Save_Icon to "assets/ui/menusave.png">>
<<set $Restart_Icon to "assets/ui/menureset.png">>
<<set $Fullscreen_Icon to "assets/ui/fullscreen.png">>
<<set $Mirror_Icon to "assets/ui/menumirror.png">>
<<set $Experience_Icon to "assets/ui/menuexp.png">>
<<set $Experience_Icon_Empty to "assets/ui/menuexp.png">>
<<set $Experience_Icon_Full to "assets/ui/menuexpfull.png">>
<<set $Quests_Icon to "assets/ui/menutask.png">>
<<set $Options_Icon to "assets/ui/menuset.png">>
<<set $Weapon_Button_Icon to "assets/ui/invwep.png">>
<<set $Subweapon_Button_Icon to "assets/ui/invsub.png">>
<<set $Armour_Button_Icon to "assets/ui/invarm.png">>
<<set $Clothing_Button_Icon to "assets/ui/invclo.png">>
<<set $Item_Button_Icon to "assets/ui/invitem.png">>
<<set $Key_Button_Icon to "assets/ui/invkey.png">>
<<set $Accessory_Button_Icon to "assets/ui/invacc.png">>
<<set $Crafting_Button_Icon to "assets/ui/invmats.png">>
<<set $icon_tumbler_down to "assets/ui/tumblerdown.png">>
<<set $icon_tumbler_up to "assets/ui/tumblerdown.png">>
<<set $marker_bed to "assets/ui/markerbed.png">>
<<set $marker_botany to "assets/ui/markerbotany.png">>
<<set $marker_button_pressed to "assets/ui/markerbuttonpressed.png">>
<<set $marker_button to "assets/ui/markerbutton.gif">>
<<set $marker_chest to "assets/ui/markerchest.png">>
<<set $marker_cog to "assets/ui/markercog.png">>
<<set $marker_combat to "assets/ui/markercombat.png">>
<<set $marker_fishing to "assets/ui/markerfishing.png">>
<<set $marker_food to "assets/ui/markerfood.png">>
<<set $marker_grate to "assets/ui/markergrate.png">>
<<set $marker_gun to "assets/ui/markergun.png">>
<<set $marker_health to "assets/ui/markerhealth.png">>
<<set $marker_key to "assets/ui/markerkey.png">>
<<set $marker_ladder to "assets/ui/markerladder.png">>
<<set $marker_lock to "assets/ui/markerlock.png">>
<<set $marker_lock_unlocked to "assets/ui/markerlockunlocked.png">>
<<set $marker_look to "assets/ui/markerlook.png">>
<<set $marker_message to "assets/ui/markermessage.png">>
<<set $marker_mining to "assets/ui/markermining.png">>
<<set $marker_NPC to "assets/ui/markerNPC.png">>
<<set $marker_shield to "assets/ui/markershield.png">>
<<set $marker_shop to "assets/ui/markershop.png">>
<<set $marker_skull to "assets/ui/markerskull.png">>
<<set $marker_something to "assets/ui/markersomething.png">>
<<set $marker_stairs to "assets/ui/markerstairs.png">>
<<set $marker_terminal to "assets/ui/markerterminal.png">>
<<set $marker_wrench to "assets/ui/markerwrench.png">>
<<set $marker_jump to "assets/ui/markerjump.png">>
<<set $marker_jump_vert to "assets/ui/markerjumpvert.png">>
<<set $marker_jump_side to "assets/ui/markerjumpside.png">>
<<set $I_Cr_Bits to "assets/craft/bits.png">>
<<set $I_Cr_Tek to "assets/craft/tek.png">>
<<set $I_Cr_Herbs to "assets/craft/herbs.png">>
<<set $I_Cr_Chems to "assets/craft/chems.png">>
<<set $I_Cr_Bio to "assets/craft/bio.png">>
<<set $I_Cr_Meds to "assets/craft/meds.png">>
<<set $I_Cr_Mats to "assets/craft/mats.png">>
<<set $Cr_Bits_Empty to "assets/craft/bits.png">>
<<set $Cr_Tek_Empty to "assets/craft/tek.png">>
<<set $Cr_Herbs_Empty to "assets/craft/herbs.png">>
<<set $Cr_Chems_Empty to "assets/craft/chems.png">>
<<set $Cr_Bio_Empty to "assets/craft/bio.png">>
<<set $Cr_Meds_Empty to "assets/craft/meds.png">>
<<set $Cr_Mats_Empty to "assets/craft/mats.png">>
<<set $I_W_E to "assets/ui/emptywep.png">>
<<set $I_SW_E to "assets/ui/emptysub.png">>
<<set $I_A_E to "assets/ui/emptyarm.png">>
<<set $I_CL_E to "assets/ui/emptycloth.png">>
<<set $I_AC_E to "assets/ui/emptyacc.png">>
<<set $I_C_E to "assets/ui/emptyitem.png">>
<<set $I_K_E to "assets/ui/emptykey.png">>
<<set $icon_marker_blank_24 to "assets/ui/markerblank.png">>
<<set $icon_marker_blank_48 to "assets/ui/markerblank.png">>
<<set $marker_blank to "assets/ui/markerblank.png">>
<<set $icon_locked_door_north to "assets/layers/lockeddoornorth.png">>
<<set $icon_checkpoint_a_lock to "assets/layers/checkpointalock.png">>
<<set $icon_checkpoint_b_lock to "assets/layers/checkpointblock.png">>
<<set $hab_a1_lock to "assets/layers/haba1lock.png">>
<<set $hab_a2_lock to "assets/layers/haba2lock.png">>
<<set $hab_a3_lock to "assets/layers/haba3lock.png">>
<<set $hab_b1_lock to "assets/layers/habb1lock.png">>
<<set $hab_b2_lock to "assets/layers/habb2lock.png">>
<<set $hab_b3_lock to "assets/layers/habb3lock.png">>
<<set $monster_pens_lock to "assets/layers/monsterpenslock.png">>
<<set $monster_pens_lock_E to "assets/layers/monsterpenslocke.png">>
<<set $corridor_b_lock to "assets/layers/corridorblock.png">>
<<set $engineering_annex_lock to "assets/layers/engineeringannexlock.png">>
<<set $storage_lock to "assets/layers/storagelock.png">>
<<set $Player_Icon to "assets/ui/markerplayer.gif">>
<<set $Player_Icon_24 to "assets/ui/markerplayer24.gif">>
<<set $MAP_PLACEHOLDER_24 to "assets/maps/placeholder24.png">>
<<set $MAP_PLACEHOLDER_48 to "assets/maps/placeholder48.png">>
<<set $MAP_MERCANOID_STORAGE_MODULE to "assets/maps/storagemodule.png">>
<<set $MAP_MERCANOID_ANNEX_A to "assets/maps/annexa.png">>
<<set $MAP_MERCANOID_SECURITY_OFFICE to "assets/maps/securityoffice.png">>
<<set $MAP_MERCANOID_THE_ARMOURY to "assets/maps/thearmoury.png">>
<<set $MAP_MERCANOID_CORRIDOR_A to "assets/maps/corridora.png">>
<<set $MAP_MERCANOID_HAB_A to "assets/maps/habblocka.png">>
<<set $MAP_MERCANOID_HAB_B to "assets/maps/habblockb.png">>
<<set $MAP_MERCANOID_BREAK_ROOM to "assets/maps/breakroom.png">>
<<set $MAP_MERCANOID_CHECKPOINT_A to "assets/maps/checkpointa.png">>
<<set $MAP_MERCANOID_DOCKING_ACCESS to "assets/maps/dockingaccess.png">>
<<set $MAP_MERCANOID_DOCKING_ADMINISTRATION to "assets/maps/dockingadministration.png">>
<<set $MAP_MERCANOID_ANNEX_B to "assets/maps/annexb.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY to "assets/maps/researchdorm.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_SUB to "assets/maps/researchdormsub.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_TOP to "assets/maps/researchdormtop.png">>
<<set $MAP_MERCANOID_BYPRODUCT_RESEARCH to "assets/maps/byproductresearch.png">>
<<set $MAP_MERCANOID_PRODUCT_DEVELOPMENT to "assets/maps/productdev.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_A to "assets/maps/producttestinga.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_B to "assets/maps/producttestingb.png">>
<<set $MAP_MERCANOID_MONSTER_PENS to "assets/maps/monsterpens.png">>
<<set $MAP_MERCANOID_CHECKPOINT_B to "assets/maps/checkpointb.png">>
<<set $MAP_MERCANOID_SENTIENT_RESOURCES to "assets/maps/sentientresources.png">>
<<set $MAP_MERCANOID_CORRIDOR_B to "assets/maps/corridorb.png">>
<<set $MAP_MERCANOID_ENGINEERING to "assets/maps/engineeringannex.png">>
<<set $MAP_MERCANOID_OBSERVATION_ACCESS to "assets/maps/observationaccess.png">>
<<set $MAP_MERCANOID_OBSERVATION_DECK to "assets/maps/observationdeck.png">>
<<set $MAP_MERCANOID_UNDERCROFT_ACCESS to "assets/maps/undercroftaccess.png">>
<<set $MAP_MERCANOID_UNDERCROFT to "assets/maps/undercroft.png">>
<<set $MAP_MERCANOID_THE_SLED to "assets/maps/thesled.png">>
<<set $Zipper_Arm_Cannon_Icon to "assets/items/armcannon.png">>
<<set $Zipper_Arm_Cannon_Equipped_Icon to "assets/items/armcannone.png">>
<<set $Shredder_Rifle_Icon to "assets/items/shredderrifle.png">>
<<set $Shredder_Rifle_Equipped_Icon to "assets/items/shredderriflee.png">>
<<set $Bug_Hunter_Icon to "assets/items/bughunter.png">>
<<set $Bug_Hunter_Equipped_Icon to "assets/items/bughuntere.png">>
<<set $Truthseeker_Smartbow_Icon to "assets/items/truthseeker.png">>
<<set $Truthseeker_Smartbow_Equipped_Icon to "assets/items/truthseekere.png">>
<<set $Portable_Hull_Cleanser_Icon to "assets/items/hullcleanser.png">>
<<set $Portable_Hull_Cleanser_Equipped_Icon to "assets/items/hullcleansere.png">>
<<set $Flakks_Cannon_Icon to "assets/items/flakkscannon.png">>
<<set $Flakks_Cannon_Equipped_Icon to "assets/items/flakkscannone.png">>
<<set $Torch_Kanabo_Icon to "assets/items/torchkanabo.png">>
<<set $Torch_Kanabo_Equipped_Icon to "assets/items/torchkanaboe.png">>
<<set $Freqblade_Knife_Icon to "assets/items/freqblade.png">>
<<set $Freqblade_Knife_Equipped_Icon to "assets/items/freqbladee.png">>
<<set $Overcharged_Tazer_Icon to "assets/items/tazer.png">>
<<set $Overcharged_Tazer_Equipped_Icon to "assets/items/tazere.png">>
<<set $Riot_Grenade_Printer_Icon to "assets/items/nadeprinter.png">>
<<set $Riot_Grenade_Printer_Equipped_Icon to "assets/items/nadeprintere.png">>
<<set $Cybuckler_Icon to "assets/items/cybuckler.png">>
<<set $Cybuckler_Equipped_Icon to "assets/items/cybucklere.png">>
<<set $DEFF_Ray_Icon to "assets/items/DEFF.png">>
<<set $DEFF_Ray_Equipped_Icon to "assets/items/DEFFe.png">>
<<set $Resolver_Icon to "assets/items/resolver.png">>
<<set $Resolver_Equipped_Icon to "assets/items/resolvere.png">>
<<set $Impact_Vest_Icon to "assets/items/vest.png">>
<<set $Impact_Vest_Equipped_Icon to "assets/items/veste.png">>
<<set $Security_Armour_Overlay_Icon to "assets/items/securityoverlay.png">>
<<set $Security_Armour_Overlay_Equipped_Icon to "assets/items/securityoverlaye.png">>
<<set $Reactive_Biosuit_Icon to "assets/items/biosuit.png">>
<<set $Reactive_Biosuit_Equipped_Icon to "assets/items/biosuite.png">>
<<set $Breaching_Wear_Icon to "assets/items/breaching.png">>
<<set $Breaching_Wear_Equipped_Icon to "assets/items/breachinge.png">>
<<set $Starslave_Bikini_Icon to "assets/items/starslave.png">>
<<set $Starslave_Bikini_Equipped_Icon to "assets/items/starslavee.png">>
<<set $Security_Uniform_Icon to "assets/items/uniform.png">>
<<set $Security_Uniform_Equipped_Icon to "assets/items/uniforme.png">>
<<set $Breaching_Jacket_Icon to "assets/items/jacket.png">>
<<set $Breaching_Jacket_Equipped_Icon to "assets/items/jackete.png">>
<<set $Gas_Mask_Icon to "assets/items/gasmask.png">>
<<set $Gas_Mask_Equipped_Icon to "assets/items/gasmaske.png">>
<<set $TALE_Device_Icon to "assets/items/TALE.png">>
<<set $TALE_Device_Equipped_Icon to "assets/items/TALEe.png">>
<<set $Fang_Necklace_Icon to "assets/items/fang.png">>
<<set $Fang_Necklace_Equipped_Icon to "assets/items/fange.png">>
<<set $Obsidian_Ring_Icon to "assets/items/ring.png">>
<<set $Obsidian_Ring_Equipped_Icon to "assets/items/ringe.png">>
<<set $Health_Potion_Icon = "assets/items/healthpot.png">>
<<set $Pain_Relief_Icon = "assets/items/painrelief.png">>
<<set $Smartpick_Icon = "assets/items/smartpick.png">>
<<set $Smart_Bandage_Icon = "assets/items/smartbandage.png">>
<<set $Gold_Nugget_Icon = "assets/items/goldnugget.png">>
<<set $Glow_Shard_Icon = "assets/items/glowshard.png">>
<<set $Sober_Strobe_Icon = "assets/items/soberstrobe.png">>
<<set $Acid_Grenade_Icon = "assets/items/acidgrenade.png">>
<<set $Redline_Icon = "assets/items/redline.png">>
<<set $Glow_Crystal_Icon = "assets/items/glowcrystal.png">>
<<set $Silence_Thought_Icon = "assets/items/silencethought.png">>
<<set $Portable_MediStation_Icon = "assets/items/portablemedistation.png">>
<<set $Smart_Pill_Icon = "assets/items/smartpill.png">>
<<set $Medi_Drone_Icon = "assets/items/medidrone.png">>
<<set $Energized_Throwing_Knife_Icon = "assets/items/throwingknife.png">>
<<set $Unstable_Power_Core_Icon = "assets/items/powercore.png">>
<<set $Dataprick_Icon = "assets/items/dataprick.png">>
<<set $Leathegg_Icon = "assets/items/leathegg.png">>
<<set $Glob_Core_Icon = "assets/items/globcore.png">>
<<set $Active_Glob_Core_Icon = "assets/items/activeglobcore.png">>
<<set $Ransacked_Medkit_Icon = "assets/items/ransackedmedkit.png">>
<<set $Sneerz_Soda_Icon = "assets/items/sneerzsoda.png">>
<<set $Tentakoyaki_Flavour_Chips_Icon = "assets/items/chips.png">>
<<set $Used_TentaCan_Icon = "assets/items/tentacan.png">>
<<set $Paravine_Icon = "assets/items/paravine.png">>
<<set $Writhing_Tentacle_Icon = "assets/items/tentacle.png">>
<<set $Glob_Gloop_Icon = "assets/items/gloop.png">>
<<set $Busted_Terminal_Icon = "assets/items/bustedterminal.png">>
<<set $Bio_Sample_Icon = "assets/items/biosample.png">>
<<set $Snapper_Flower_Icon = "assets/items/snapper.png">>
<<set $Incredibly_Poisonous_Mushroom_Icon = "assets/items/shroom.png">>
<<set $Goop_Cube_Icon = "assets/items/goopcube.png">>
<<set $Suspiciously_Green_Liquid_Icon = "assets/items/liqgreen.png">>
<<set $Expectedly_Pink_Liquid_Icon = "assets/items/liqpink.png">>
<<set $Ruined_Floor_Tile_Icon = "assets/items/floortile.png">>
<<set $Chewed_Up_Keycard_Icon = "assets/items/chewed.png">>
<<set $Broken_Chain_Icon = "assets/items/chain.png">>
<<set $Level_1_Keycard_Icon = "assets/items/keycard1.png">>
<<set $Level_2_Keycard_Icon = "assets/items/keycard2.png">>
<<set $Territorial_Acid_Icon = "assets/items/acid.png">>
<<set $Orange_Canister_Icon = "assets/items/canorange.png">>
<<set $Yellow_Canister_Icon = "assets/items/canyellow.png">>
<<set $Busted_Drone_Icon = "assets/items/droneb.png">>
<<set $B4B3_Icon = "assets/items/dronebae.png">>
<<set $Secure_Case_Icon = "assets/items/secure.png">>
<<set $Isolde_Package_Icon to "assets/items/package.png">>
<<set $gathering_icon_gold_nugget to "assets/items/gathernugget.png">>
<<set $gathering_icon_glow_shard to "assets/items/gathershard.png">>
<<set $gathering_icon_glow_crystal to "assets/items/gathercrystal.png">>
<<set $gathering_icon_secure_case to "assets/items/gathersecure.png">>
<<set $Gathering_BG_Rock to "assets/mini/bgrock.png">>
<<set $Gathering_BG_Hive to "assets/mini/bgrock.png">>
<<set $gathering_damage_1 to "assets/mini/dam1.png">>
<<set $gathering_damage_2 to "assets/mini/dam2.png">>
<<set $gathering_damage_3 to "assets/mini/dam3.png">>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Equipped_Icon>>
<<set $I_SW_I_U to $Freqblade_Knife_Equipped_Icon>>
<<set $I_A_I_U to $Impact_Vest_Equipped_Icon>>
<<set $I_AC_I_U to $Breaching_Jacket_Equipped_Icon>>
<<set $I_CL_I_U to $Breaching_Wear_Equipped_Icon>>
<<set $splash to "assets/MERCANOIDPOSTER.png">>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Softcase and Hardcase.
</div>
<hrt><hr></hrt>
Softcase and Hardcase refer to two distinct styles of robotic and/or cybernetic construction.
<br><br>
Softcase is best defined as utilizing semi-solid or otherwise non-rigid solid materials in its construction, and commonly (but not always) mimics organic appearances. It is most commonly used in cosmetic augmentations, replacement prosthetics for civilian use, and in Androids, Gynoids and other such organic-cybernetic relations models.
<br><br>
Hardcase is the opposite, as one might expect. Hardened alloys or other such rigid materials, often armoured for use in industries such as construction, scouting and combat. While Hardcase designs tend to favour functionality over aesthetics, there are a number of Hardcase augmentations and prosthetics that mimic organic styles, often via the application of Softcase materials layered atop the Hardcase - sometimes referred to as Fusecase.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $Player_weapon_main_damage_type = "acid">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Acid'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_weapon_main_damage_type = "fire">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Fire'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_weapon_main_damage_type = "ice">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Ice'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
updoot